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. 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. 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. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed an issue with road/railroad culling distances being very low. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Squad: New Harju Map Added in Update v3.4 | Player.One Updated the water material to better match the new lighting. 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. Fixed a minor issue with dirty toilet water seeping through the wall. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Squad Lanes has destroyed RAAS layer. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. The fix attempt. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Most night layers are now brighter in general. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. 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. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an issue with tall buildings culling inapporpriately. a UGL impact getting perceived the same as a Tandem rocket). Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. !vote cancelauto - Cancel scheduled automatic start of vote. SquadMaps is a website to display all the maps and layers in Squad. A complete dictionary of Squad Maps and layers available in-game. Both locations will now use the IFV icon. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Updated Shadows now render out to 1km at all graphics settings. Updated the MEA G3 Rifle series firing sounds. 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. 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). We have completely reworked the games handling of dynamic shadows. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Players who are experiencing issues after the update, be sure to go to Settings ->. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Occasional Player (Client) crashes in various circumstances. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). 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 (. This can be changed in Settings -> Graphics. Removed most artificial colour-grading. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. RAAS v08. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed issue with shiny roads on several maps. 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. Fixed incorrect shading on several landscapes. Added various types of additional cover to various central locations. Easily installed this mod works to correct debilitating Raas layers. Afterwards it becomes AAS,(assuming if you remember the next objective location). help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Fixed the long standing FOB Double teleport bug. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Updated all muzzle flashes to now kick up much more dust after sustained firing. 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. Pros: Large amount of hit points and good viewing angles, with a protected entry way. 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. 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). turret was disabled and therefore stabilisation was disabled. 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. Fixed an issue with untextured rubble walls at multiple locations. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. This addressed a number of visual bugs. Fixed a z-fighting column at the warehouse. Fixed LODs before imposter on Beech/Oak trees. 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. The Most Underrated Mod Since The Start Of Open Modding Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. This will be addressed in a future update. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Added a new deployable rickety wooden watchtower with camo nets for Militia. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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. These are the 200 round box mags. Upgrade package for defensive deployables. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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 all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. RAAS v02. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). 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. 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 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. TC v1. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Updated point capture speed to scale by the number of players. 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. Kamdesh RAAS v6 new layout with 1 pre-captured flag. 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. GitHub - fantinodavide/squad-js-map-vote This issue is a high priority to fix and. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). deployables to be placed intention is to disallow all deployables in the sewers. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion AAS . Switched to more physically accurate parameters for outdoor lighting. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Increased the turret health to match the INS T62. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. My suggestion? Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Updated CAF arid uniforms textures to look more authentic. Fixed a collision clipping issue with the rusty railing material and decal. If you spot any specific errors, please open an issue! !vote cancel - Cancels current round of voting. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. SFX bug while Firing in full auto. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Optimization: Blur shader no longer costs performance when not in ADS. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. At higher quality, textures remain at full resolution further into the distance. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Added new landscape shader & landscape textures. Fixed the issues with the backdrop mountains texture. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. 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. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. With improved shadows and lighting also comes updates to the Graphics Settings Menu. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Added a small amount of new mini POIs throughout the map. Fixed floating rocks at grid G6-8-8, F8-8-9. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. This new revised landscape should appear more natural, with a minor increase in micro terrain. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. A complete dictionary of Squad Maps and layers available in-game. 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 an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Fixed an issue with some fences culling at too short-range at grid H10-3-5. This is an inherent problem, and the solution is currently in long-term development. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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 Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). (APFSDS rounds etc.). The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed an issue with various foliage clipping through buildings. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. 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. Server performance may periodically dip when a server has a high population and high load. Added a road connection between Niva Upper and Train Bridge. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Usage To use SquadMaps, head to https://squadmaps.com and begin! Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Textures do not become excessively blobby at lower settings. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). 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. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. RAAS v10. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Squad Maps 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 Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. This patch adds the new Harju Map to the game. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. More details below: Removed the force which previously prevented infantry from standing on each others heads. Steam Workshop::Squad Masters - Mod [SQ v4.2] RAAS v07. We now achieve the desired look using lighting alone, which preserves detail. This crash is currently not reproducible. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Updated a few maps to use new grass. This will be addressed in a future update. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Adjusted the corn and wheat fields to remove the short grass. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Added various mini POIs across the map to fill in areas that were a bit barren. This means it will not be possible to destroy these vehicles by hitting only their turret. Community's opinion on RAAS vs AAS? : r/joinsquad - reddit Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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). Fixed a floating concrete platform at Shipping Yard grid G3-7-5. RAAS v11. Capture Speed Scaling was added in v2.14. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Complete rework of Squads approach to dynamic shadows. 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 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. 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. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. RAAS v07. Added a new experimental Tire Fire deployable for Insurgents. This also helps reduce the perceived smudgyness of anti-aliasing. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects.
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