squad raas layers

The update also brings an overhaul of how the game handles lighting. 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. 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. more than 100 rounds if they respawn with an empty kit. Skirmish v1. Improved the micro terrain across the entire landscape. 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. It is the third update of the year (not counting Hotfixes). Fixed some minor visual issues with the Scots Pine bush LODs and normals. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. RAAS v04. Fixed issue with shiny roads on several maps. Added new landscape shader & landscape textures. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). !vote end - Gently ends the current vote and announces the winner layer. You may want to raise or lower your graphics settings from what you used before this update. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed an issue with tall buildings culling inapporpriately. 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. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Updated and optimised deployable sandbag destruction FX. This will be addressed in a future update. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. #5 killertowfoo Mar 7, 2021 @ 8:33am Some of the changes since you last saw me on the wrench: 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Localization for most language translations is currently out of date. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated the landscape terrain shader to a new and improved version. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. The quality and performance cost of this effect are controlled by Post Process Quality. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Setting it to Low will disable the effect altogether. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Updated flag capture rate scaling values. 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 several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Fixed an issue with untextured rubble walls at multiple locations. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Added a Tessellation graphics toggle. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. turret was disabled and therefore stabilisation was disabled. The recommended solution, for now, is to run Squad in the Borderless mode. 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. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Adjusted river grass and cattail foliage to better match the rest of the autumn look. . Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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 an issue with vehicles sometimes floating when they first spawn. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Reduced the hollow tube effect. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Goose Bay Fixed various floating grass. RAAS v09. The fix attempt. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue with z-fighting decals on hangars. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. 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. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed an audio issue where double hit sounds would play for soldiers. Increased the update rate of particles at all quality levels. Hawks layer pack, the next generation of squad gameplay. 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. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. SquadMaps: All maps and layers in Squad. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Deployment Clarified the requirement for Combat Engineer explosives. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Others can still hear them when they talk. This is intended to give low-end hardware more performance options. Textures do not become excessively blobby at lower settings. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Occasional Player (Client) crashes in various circumstances. 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. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. RAAS v08. 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. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Potential Fix for a client crash related to audio and gun sounds. RAAS v04. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed an issue with various buildings and foliage culling too quickly. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Updated Mestia Skirmish v1 to now use Overcast Lighting. This allows a 120s AAS flag to be captured in as little as 80s. Capturing the center flag does not cause any ticket loss or ticket bleed. 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. Vehicle Reset Feature does not currently work with Helicopters. Fallujah Fixed a few locations in sewers that still allowed. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed an issue with some fences culling at too short-range at grid H10-3-5. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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. TC v1. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. 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. 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. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. To halt their advance, a NATO carrier group has been . The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. 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. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. etc.) Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Fixed an issue with foliage popup at close distance. 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. 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. Also. RAAS v02. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. Both locations will now use the IFV icon. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Adjusted and replaced some ambient sounds. Fixed a minor issue with a floating rock at grid D13-8-9. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. RAAS v08. 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. Fixed the issues with the backdrop mountains texture. 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. 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 Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. 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. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. !vote restart - Restarts voting with 6 random maps and modes. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. 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. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Removed most artificial colour-grading. Squad Lanes has destroyed RAAS layer. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Occasionally a player does not spawn at a Rally Point. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed the issue with modded custom factions causing an infinite loading screen. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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. Fixed an issue with small ground clutter/rocks having too short of a culling range. 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. If you spot any specific errors, please open an issue! help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Expanded the road network around Kropy and Zolata POIs. 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. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. For example lets take Mutaha. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. It should no longer crash, but we will be monitoring client logs. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. 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. Added new explosive splash damage against infantry upon vehicle destruction. Complete rework of Squads approach to dynamic shadows. 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! 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. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks.