squad raas layers

Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. 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. RAAS v01. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fixed an issue with some fences culling at too short-range at grid H10-3-5. 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. 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. Those who know about it anticipate and destroy maps. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. This means it will not be possible to destroy these vehicles by hitting only their turret. . Fixed an issue with a tree growing in train tracks at grid G9-4-8. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. #5. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. No change in all vanilla settings. SFX bug while Firing in full auto. Vehicle Reset Feature does not currently work with Helicopters. With improved shadows and lighting also comes updates to the Graphics Settings Menu. 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. 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. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Afterwards it becomes AAS,(assuming if you remember the next objective location). This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Initial Neutral flags have an additional 1.3x speed multiplier. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. RAAS v03. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. 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. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. The root cause of this issue was addressed by a change to the way penetration is handled. Harju. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. This will be addressed in a future update. Updated CAF Commander CAS to now use CF-18 rocket strike. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. RAAS v02. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. And it accomplishes this. 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. 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 an issue with tall buildings culling inapporpriately. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Adjusted several CPs capture areas to better match the POI layouts. 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. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Complete rework of Squads approach to dynamic shadows. Cons: Very exposed / prominent position which is easy to target with area effect weapons. In the future, restriction zone functionality may be extended to some of our larger maps as well. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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. 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. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. 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 the Castle POI walls culling too soon. Fixed a material LOD issue on the large garage at USA Main and the village houses. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated the water material to better match the new lighting. This patch adds the new Harju Map to the game. Some layers will continue to receive tweaks and improvements in the future. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. These are 100 round box mags. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. proportions on the CAF and MEA static flags. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Increased the turret health to match the INS T62. 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. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Added various types of additional cover to various central locations. Optimized the sky textures, which previously could cause system hitching on older hardware. Skirmish v1. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Others can still hear them when they talk. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed an issue with a bad texture assignment on certain brick walls. AAS . Only the admin cam has special caster features. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. 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). This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. We are continuously working to improve server performance and optimization. AAS v1. Pros: Large amount of hit points and good viewing angles, with a protected entry 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 variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Harju. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Please play Squad on a system that meets or exceeds our min spec. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). RAAS works for the first 5 to 20 mins into the game. Improved and optimized texture quality scaling. Fixed floating rocks at grid G6-8-8, F8-8-9. 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). This usually resulted in putting a soldier up in the air, followed by a fall to their death. etc.) Fixed an issue with a static shovel floating at grid D7-8-5. This is also intended to increase chances of Attacker success on first Capture Points. Expanded the road network around Kropy and Zolata POIs. Fixed a minor issue with dirty toilet water seeping through the wall. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. 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. Updated Shadows now render out to 1km at all graphics settings. RAAS v04. Added a new deployable rickety wooden watchtower with camo nets for Militia. Those who know about it anticipate and destroy maps. Squad Masters Vanilla are the normal maps with normal settings. 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. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). For example lets take Mutaha. The recommended solution, for now, is to run Squad in the Borderless mode. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Upgrade package for defensive deployables. A complete dictionary of Squad Maps and layers available in-game. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Added a Material Quality graphics setting. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Improved the visibility of muzzle flashes. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. This new revised landscape should appear more natural, with a minor increase in micro terrain. Updated soldier stamina to no longer regenerate during vaulting and climbing. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. 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. 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. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Switched to more physically accurate parameters for outdoor lighting. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. If you spot any specific errors, please open an issue! WoodenQuality5099 25 days ago However it's not truly random. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. My suggestion? Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Also. This will be addressed in a future update. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue with small ground clutter/rocks having too short of a culling range. (APFSDS rounds etc.). Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Please note that the associated quality and performance tradeoffs have similarly changed. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. This will be addressed in a future update. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fallujah Fixed a few locations in sewers that still allowed. Now they should block traces with the visibility channel. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Tessellation itself has also been significantly optimized. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. TC v1. This allows a 120s AAS flag to be captured in as little as 80s. 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. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. RAAS v09. 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. 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 minimap with intent to make height more readable, also now features trees. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). All UGL / Frags now use a new light impact sound. Updated CAF arid uniforms textures to look more authentic. This is intended to make deployable fortifications more resilient. 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. RAAS v08. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Capturing the center flag does not cause any ticket loss or ticket bleed. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Deployment . Textures do not become excessively blobby at lower settings. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. 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. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed a minor issue with floating grass in the Tunnel. Adjusted grass heights to create less excessively high grass. 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. This crash is currently not reproducible. Fixed an issue with a floating Road grid J10-2-1. 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. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Updated landscape to be rockier across the entire landscape. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Squad's RAAS system was originally based only on depth. Updated flag capture rate scaling values. Goose Bay Fixed various floating grass. 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. 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. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation.