squad raas layers
Squad Masters Vanilla are the normal maps with normal settings. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Occasional Player (Client) crashes in various circumstances. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Fixed floating rocks at grid G6-8-8, F8-8-9. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed a z-fighting column at the warehouse. RAAS v01. Fixed an issue with z-fighting decals on hangars. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. 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. deployables to be placed intention is to disallow all deployables in the sewers. This addressed a number of visual bugs. Switched to more physically accurate parameters for outdoor lighting. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. The audio module for Squad is initialized at the game start. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Skirmish v1. 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. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Squad Lanes has destroyed RAAS layer. Fixed an issue with various buildings and foliage culling too quickly. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. 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). That helps us get an overview. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Optimization: Blur shader no longer costs performance when not in ADS. Increased intensity of peripheral vision blur when using zoom optics. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Vehicle Reset Feature does not currently work with Helicopters. RAAS v11. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Some layers will continue to receive tweaks and improvements in the future. Low is now much lower, and High/Epic is much higher. Fixed multiple piles of incorrectly textured boulders. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed an audio issue where double hit sounds would play for soldiers. 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 mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Localization for most language translations is currently out of date. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. 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. Is Squad Lanes cheating? : r/joinsquad - reddit.com Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Skirmish v1. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. The root cause of this issue was addressed by a change to the way penetration is handled. 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. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. 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 knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Rocks and grass should blend much better. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. #5. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. 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). RAAS v07. This draws focus to the action and enhances the look of visual effects. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). 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. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers We will keep you informed if this happens. Complete overhaul of the technical and artistic approach to lighting. 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. Improved the way texture resolution scales down at distance. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. The map was added into the game in the Alpha 14 (June 6, 2019) update. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Fallujah Fixed a detached wall segment at grid G5-3-2. 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. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. a UGL impact getting perceived the same as a Tandem rocket). The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Currently, this primarily affects the complexity of the Landscape. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. It is the third update of the year (not counting Hotfixes). Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Adjusted the corn and wheat fields to remove the short grass. Fixed a common Server crash related to SQMapMarkerManager. Updated CAF arid uniforms textures to look more authentic. Updated brick tower at grid O13-4-6, interior ladders have been removed. Reddit - Dive into anything This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed hundreds of foliage visual issues. Updated Terrain shadows to now render out to 8km. Adjusted the grass materials to better match the landscape. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Updated Yehorivka to use a new road material. Random Advance and Secure - Official Squad Wiki Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Improved and optimized texture quality scaling. Fixed a minor issue with a floating rock at grid D13-8-9. AAS . 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.