Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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). 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. TC v2. Fixed an issue with terrain clipping into a building at grid D3-3-6. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Vehicle Reset Feature does not currently work with Helicopters. 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. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. AAS v1. Tessellation itself has also been significantly optimized. Skorpo is a map featured in Squad. RAAS v01. 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. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. RAAS v09. Adjusted the corn and wheat fields to remove the short grass. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed an issue with vehicles sometimes floating when they first spawn. 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. Squad's RAAS system was originally based only on depth. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Updated map to use new grass & adjusted the scale of the grass. SquadMaps is a website to display all the maps and layers in Squad. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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. 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. RAAS v03. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Improved and optimized texture quality scaling. 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. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Updated a few maps to use new grass. Squad Maps Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. optimized the LODs on the Coal Tipple Building. Also added more opacity at further LODs. Now they should block traces with the visibility channel. 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. Cooldown does not affect markers placed through the map. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed a potentially exploitable issue with server fire projectile IDs. Tunnels are now darker in general, to better represent these CQB areas. OWI need to nerf Squad lanes : r/joinsquad - reddit Updated the water material to better match the new lighting. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). This means it will not be possible to destroy these vehicles by hitting only their turret. Fixed an issue with various foliage clipping through buildings. 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. The root cause of this issue was addressed by a change to the way penetration is handled. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Easily installed this mod works to correct debilitating Raas layers. Skorpo - Official Squad Wiki Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Adjusted several CPs capture areas to better match the POI layouts. GitHub - fantinodavide/squad-js-map-vote Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. The quality and performance cost of this effect are controlled by Post Process Quality. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Clarified the requirement for Combat Engineer explosives. The collision should now better match the visual mesh. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Expanded the road network northwest of Mogiliovo POI. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Removed most artificial colour-grading. AAS . Squad Maps 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 common Server crash related to SQMapMarkerManager. 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. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Adjusted and replaced some ambient sounds. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed an issue with the Castle POI walls culling too soon. Fixed an issue with small ground clutter/rocks having too short of a culling range. The audio module for Squad is initialized at the game start. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. This issue is a high priority to fix and. This new revised landscape should appear more natural, with a minor increase in micro terrain. Local/Offline Bug with Commander CAS does not do damage in local. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed incorrect shading on several landscapes. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. 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. Adjusted the faction vehicle layout on Tallil RAAS v1. Steam Community :: Guide :: RAAS Meta Explained 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. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Fixed smoothing groups, fixed dark baked in shadows in windows &. 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). Squad Lanes has destroyed RAAS layer. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. AAS . 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). 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. 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 vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. The oldest notifications will be removed to make room for new ones. 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. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Optimized the sky textures, which previously could cause system hitching on older hardware. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed an issue with a bad texture assignment on certain brick walls. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Squad Masters Vanilla are the normal maps with normal settings. Added new explosive splash damage against infantry upon vehicle destruction. Some layers will continue to receive tweaks and improvements in the future. Fixed an issue with z-fighting decals on hangars. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Complete rework of Squads approach to dynamic shadows. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Updated Mestia Invasion v1 to now use Mid Day Lighting. Updated the HAB ghost placement mesh to include exit point indicators. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). This is intended to give low-end hardware more performance options. more than 100 rounds if they respawn with an empty kit. Fixed an issue with the waterfall missing its VFX. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. 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. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Players who are experiencing issues after the update, be sure to go to Settings ->.
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