squad raas layers10 marca 2023
squad raas layers

garding exported NetGUIDs and Seamless Travel. Expanded the road network around Kropy and Zolata POIs. Added various mini POIs across the map to fill in areas that were a bit barren. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. 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. The quality and performance cost of this effect are controlled by Post Process Quality. Afterwards it becomes AAS,(assuming if you remember the next objective location). Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. RAAS v07. Fixed an issue with a rock having collision problems at grid F4-7-4. 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. A "lock" icon will appear over a capture zone when a team . 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. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. RAAS v08. This. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. turret was disabled and therefore stabilisation was disabled. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. 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. And it accomplishes this. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. WoodenQuality5099 25 days ago However it's not truly random. TC v1. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. TC v2. This draws focus to the action and enhances the look of visual effects. Fixed an issue with some fences culling at too short-range at grid H10-3-5. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Updated landscape to be rockier across the entire landscape. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Squad Lanes has destroyed RAAS layer. 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. Also updated is the Buddy Boost feature, with a focus on making it easier to use. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Setting it to Low will disable the effect altogether. Local/Offline Bug with Commander CAS does not do damage in local. Fixed hundreds of foliage visual issues. RAAS v06. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Updated the HAB ghost placement mesh to include exit point indicators. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Added a Material Quality graphics setting. Occasional Player (Client) crashes in various circumstances. Textures do not become excessively blobby at lower settings. 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. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a wall segment having a missing face at grid I7-8-9. RAAS v04. Fixed an issue with a bad texture assignment on certain brick walls. Harju. It is the third update of the year (not counting Hotfixes). Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an issue with tall buildings culling inapporpriately. Added a Tessellation graphics toggle. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. In the future, restriction zone functionality may be extended to some of our larger maps as well. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Added a new road connection between the Bunker and Train Bridge OP. Adjusted the faction vehicle layout on Tallil RAAS v1. Soldier stamina regeneration will be paused until these actions complete. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Potential Fix for a client crash related to audio and gun sounds. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. To halt their advance, a NATO carrier group has been . Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed some road intersections that were not blending correctly. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. 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 gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. RAAS v05. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. deployables to be placed intention is to disallow all deployables in the sewers. We have not been able to reproduce this issue since the fix was implemented. Adjusted the grass materials to better match the landscape. Fixed an issue with various foliage clipping through buildings. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Vehicle Reset Feature does not currently work with Helicopters. 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). Added new explosive splash damage against infantry upon vehicle destruction. GB FV510 IFV was particularly susceptible to this issue. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Updated and optimised deployable sandbag destruction FX. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. 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. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. RAAS v12. Some layers will continue to receive tweaks and improvements in the future. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Updated Mutaha RAAS v1 to include new CPs and new routes. RAAS works for the first 5 to 20 mins into the game. This will be addressed in a future update. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Added a new deployable rickety wooden watchtower with camo nets for Militia. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. The collision should now better match the visual mesh. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. 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! RAAS v01. RAAS v09. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Updated binoculars with new zoom in/ zoom out sounds. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Updated minimap with the intent to make height more readable, minimap now also features trees. 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. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. 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. The effect now smoothly fades in and out. 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 point capture speed to scale by the number of players. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. We will keep you informed if this happens. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. This has increased both the visual quality and performance cost of particles. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. RAAS v03. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. This patch adds the new Harju Map to the game. Usage To use SquadMaps, head to https://squadmaps.com and begin! 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. Fixed a potentially exploitable issue with server fire projectile IDs. . Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Added a new landscape shader and new landscape textures. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. It is the third update of the year (not counting Hotfixes). Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Fixed an issue at the Old Hospital POI with wall alignment. Fixed a minor issue with a floating rock at grid D13-8-9. Improved and optimized texture quality scaling. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. All tank rounds are using the existing sounds that youve heard. Localization for most language translations is currently out of date. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. It should no longer crash, but we will be monitoring client logs. Reply Currently, this primarily affects the complexity of the Landscape. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period.

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