squad raas layers

Updated a few maps to use new grass. Reply 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. The quality and performance cost of this effect are controlled by Post Process Quality. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Soldier stamina regeneration will be paused until these actions complete. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Added new explosive splash damage against infantry upon vehicle destruction. This was a legacy issue that has been tough to isolate. Fixed an issue with untextured rubble walls at multiple locations. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Reduced the hollow tube effect. Fixed an issue with a floating Road grid J10-2-1. Updated soldier stamina to no longer regenerate during vaulting and climbing. This crash is currently not reproducible. If you spot any specific errors, please open an issue! Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Updated CAF weapon text description in the role loadout screen. 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 effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed an issue with tall buildings culling inapporpriately. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Clarified the requirement for Combat Engineer explosives. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. This means it will not be possible to destroy these vehicles by hitting only their turret. Mention the demotion if you are no longer the FTL. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. AAS . RAAS v08. The fix attempt. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed exploitable cliffs near Russian Outpost POI. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Added a new deployable fortified HASCO Observation Tower for all conventional factions. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Updated minimap with intent to make height more readable, also now features trees. Complete rework of Squads approach to dynamic shadows. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. RAAS v12. 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. Fixed hundreds of foliage visual issues. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. These are 100 round box mags. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. 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. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. 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 (. Squad's v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. #5. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Cons: Very exposed / prominent position which is easy to target with area effect weapons. RAAS v06. RAAS v11. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Setting it to Low will disable the effect altogether. RAAS v05. Fixed an issue with terrain clipping into a building at grid D3-3-6. Updated Yehorivka to use a new road material. RAAS v07. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! 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 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. 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. MEA now has 2x Ural Logi instead of Simir Logi. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. RAAS v09. 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 some areas where foliage bushes was clipping into houses. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed a minor issue with a floating rock at grid D13-8-9. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed floating shovel and no water sfx sound on inlet. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Updated ragdoll motors to create a more realistic death with the pose being maintained. This issue is a high priority to fix and. Updated Belaya to use a new landscape renderer. proportions on the CAF and MEA static flags. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. 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. #5 killertowfoo Mar 7, 2021 @ 8:33am 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. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. MEA Protection zones no-deploy zone was reduced from 150m to 80m. 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 Anvil loading screen music to use its own unique theme. Currently, this primarily affects the complexity of the Landscape. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Fixed a minor issue with dirty toilet water seeping through the wall. 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. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. 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. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. In the future, restriction zone functionality may be extended to some of our larger maps as well. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. 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. RAAS v10. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. This draws focus to the action and enhances the look of visual effects. Adjusted the grass materials to better match the landscape. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Updated flag capture rate scaling values. 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. Squad Masters Vanilla are the normal maps with normal settings. !vote cancel - Cancels current round of voting. 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. Fixed the issue with modded custom factions causing an infinite loading screen. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. 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. The root cause of this issue was addressed by a change to the way penetration is handled. Some layers will continue to receive tweaks and improvements in the future. 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 the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. 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. TC v2. Please play Squad on a system that meets or exceeds our min spec. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Squad Lanes has destroyed RAAS layer. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. AAS v1. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Adjusted grass heights to create less excessively high grass. We have not been able to reproduce this issue since the fix was implemented. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed an issue with small ground clutter/rocks having too short of a culling range. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Harju. Updated and optimised deployable sandbag destruction FX. 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. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 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). Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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 Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. 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. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. 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 see thru Rocks at grids C4-1-3 & G6-8-7. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. 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).