squad raas layers
Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. 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. SquadMaps: All maps and layers in Squad. Tunnels are now darker in general, to better represent these CQB areas. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. We have updated the capture speed to scale with the number of players. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. 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. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Easily installed this mod works to correct debilitating Raas layers. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed an issue with a static shovel floating at grid D7-8-5. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. This may not provide a benefit on all computers. This is also intended to increase chances of Attacker success on first Capture Points. Harju. AAS . Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Squad's RAAS system was originally based only on depth. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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 for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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). Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. This will be addressed in a future update. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. !vote start - Starts a vote with 6 layers, random modes. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Added various mini POIs across the map to fill in areas that were a bit barren. Fixed a potentially exploitable issue with server fire projectile IDs. At higher quality, textures remain at full resolution further into the distance. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Kamdesh RAAS v6 new layout with 1 pre-captured flag. #5 killertowfoo Mar 7, 2021 @ 8:33am The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed an issue with a rock having collision problems at grid F4-7-4. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. Those who know about it anticipate and destroy maps. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Soldier stamina regeneration will be paused until these actions complete. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Improved the way texture resolution scales down at distance. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Only the admin cam has special caster features. Harju. RAAS v08. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Fixed some areas where foliage bushes was clipping into houses. Fixed incorrect shading on several landscapes. SquadMaps is a website to display all the maps and layers in Squad. It should no longer crash, but we will be monitoring client logs. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Updated flag capture rate scaling values. Adjusted and replaced some ambient sounds. Skorpo is a map featured in Squad. 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. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). Predict Squad RAAS lanes and learn map layouts with Squadlanes! Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. For example lets take Mutaha. 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! Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. MEA now has 2x Ural Logi instead of Simir Logi. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Improved the micro terrain across the entire landscape. 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). Expanded the road network northwest of Mogiliovo POI. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed smoothing groups, fixed dark baked in shadows in windows &. The update also brings an overhaul of how the game handles lighting. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Updated point capture speed to scale by the number of players. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed a minor issue with a floating rock at grid D13-8-9. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. RAAS v04. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. . Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Updated CAF arid uniforms textures to look more authentic. 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. This is a long-time legacy bug that has been difficult to reproduce reliably. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. RAAS v12. 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. 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. 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! Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Fixed exploitable cliffs near Russian Outpost POI. 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. Setting it to Low will disable the effect altogether. Updated HUD notifications to cap the maximum number of notifications to 4. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Adjusted all SL Rifles to now show + Tracer on their HUD names. Added various types of additional cover to various central locations. RAAS v05. 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 At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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). Chora RAAS v3 features old school F88 Rifles. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. 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. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed the Scots Pine tree texture so it is less bright. 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. All tank rounds are using the existing sounds that youve heard. A complete dictionary of Squad Maps and layers available in-game. Squad Lanes has destroyed RAAS layer. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed an audio issue where double hit sounds would play for soldiers. #5. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. 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. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round.
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