squad raas layers

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. Updated minimap with intent to make height more readable, also now features trees. AAS . This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. AAS v1. a UGL impact getting perceived the same as a Tandem rocket). Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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. 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 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. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed an issue at the NW Main with an unintended burning fire sound in the area. 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. The update also brings an overhaul of how the game handles lighting. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed the issue with modded custom factions causing an infinite loading screen. Fixed issue with shiny roads on several maps. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. 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 a common Server crash related to SQMapMarkerManager. Fixed a collision clipping issue with the rusty railing material and decal. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Adjusted grass heights to create less excessively high grass. 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed an issue with a wall sticking through a building at grid C4-2-4. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. 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. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Local/Offline issues currently have a lower priority. Adjusted the building in grid F8-4-9 to now have an open access point. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Squad Masters Vanilla are the normal maps with normal settings. 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. RAAS v11. Updated point capture speed to scale by the number of players. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Goose Bay Fixed various floating grass. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. WoodenQuality5099 25 days ago However it's not truly random. 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. Optimization: Blur shader no longer costs performance when not in ADS. This is an inherent problem, and the solution is currently in long-term development. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. 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. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. 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. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Vehicle Reset Feature does not currently work with Helicopters. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor issue with dirty toilet water seeping through the wall. Stamina cost for these actions has also been increased. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. No ticket gain from capturing flags (normally +60). Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. 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. 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). 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. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated the way armor meshes react to damage traces from explosions. RAAS v04. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Expanded the road network around Kropy and Zolata POIs. The quality and performance cost of this effect are controlled by Post Process Quality. 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. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. RAAS v03. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. optimized the LODs on the Coal Tipple Building. 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). Fixed an issue with various foliage clipping through buildings. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. 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 an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Admin Commands. And it accomplishes this. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. 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. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. 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 v02. Added a Material Quality graphics setting. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. etc.) This usually resulted in putting a soldier up in the air, followed by a fall to their death. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. These are the 200 round box mags. Fixed a minor issue with floating grass in the Tunnel. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed multiple piles of incorrectly textured boulders. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. This will be addressed in a future update. We will keep you informed if this happens. Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Fixed an issue with terrain clipping into a building at grid D3-3-6. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed hundreds of foliage visual issues. All armor piercing projectiles use another set of piercing more destructive sounds. Updated the landscape terrain shader to a new and improved version. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Complete overhaul of the technical and artistic approach to lighting. 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. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Deployment These are 100 round box mags. 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. This new revised landscape should appear more natural, with a minor increase in micro terrain. The recommended solution, for now, is to run Squad in the Borderless mode. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Harju. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. RAAS v05. Adjusted several CPs capture areas to better match the POI layouts. Tunnels are now darker in general, to better represent these CQB areas. Added a road connection between Niva Upper and Train Bridge. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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 (. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. 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. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed an issue with a bad texture assignment on certain brick walls. garding exported NetGUIDs and Seamless Travel. 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. Fixed an issue with untextured rubble walls at multiple locations. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. RAAS v12. Textures do not become excessively blobby at lower settings. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Increased intensity of peripheral vision blur when using zoom optics. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! This draws focus to the action and enhances the look of visual effects. 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. Ticket loss from losing the flag is still the same (-10 tickets). Also. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Squad's RAAS system was originally based only on depth. 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. Local/Offline Bug with Commander CAS does not do damage in local. Removed most artificial colour-grading. The collision should now better match the visual mesh. Adjusted all SL Rifles to now show + Tracer on their HUD names. 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.