squad raas layers
These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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). Soldier stamina regeneration will be paused until these actions complete. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed smoothing groups, fixed dark baked in shadows in windows &. 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. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. 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. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Please play Squad on a system that meets or exceeds our min spec. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. This may not provide a benefit on all computers. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. 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. Added a Material Quality graphics setting. Adjusted and replaced some ambient sounds. Fixed exploitable cliffs near Russian Outpost POI. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Potential Fix for a client crash related to network messages when joining a squad. 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). In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. 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. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Those who know about it anticipate and destroy maps. 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). WoodenQuality5099 25 days ago However it's not truly random. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. This is a long-time legacy bug that has been difficult to reproduce reliably. 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 conflicting ambient tree SFX cutting out around grid E9-6-6. This is an inherent problem, and the solution is currently in long-term development. Updated ragdoll motors to create a more realistic death with the pose being maintained. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. 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. You may want to raise or lower your graphics settings from what you used before this update. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fallujah Fixed a few locations in sewers that still allowed. No ticket gain from capturing flags (normally +60). Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Removed most artificial colour-grading. 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. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed an issue with z-fighting decals on hangars. We will keep you informed if this happens. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed an issue with various buildings and foliage culling too quickly. RAAS v07. Fixed incorrect shading on several landscapes. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. !vote cancel - Cancels current round of voting. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. This patch adds the new Harju Map to the game. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. 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. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. This means it will not be possible to destroy these vehicles by hitting only their turret. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated a few maps to use new grass. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. This will be addressed in a future update. 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 an issue with the waterfall missing its VFX. Some layers will continue to receive tweaks and improvements in the future. Increased intensity of peripheral vision blur when using zoom optics. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed a common Server crash related to SQMapMarkerManager. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed a minor issue with a floating rock at grid D13-8-9. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). 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. This should hopefully remove an annoying issue that some users have with our in-game mod browser. 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 (. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot.