squad raas layers

Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed a sidewalk using an incorrect material. Adjusted grass heights to create less excessively high grass. Also. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Admin Commands. garding exported NetGUIDs and Seamless Travel. Added various types of additional cover to various central locations. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. optimized the LODs on the Coal Tipple Building. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. The audio module for Squad is initialized at the game start. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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. 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 stone wall clipping into a corrugated metal fence around a western edge homestead. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. RAAS works for the first 5 to 20 mins into the game. Deployment The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Tessellation itself has also been significantly optimized. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Adjusted the building in grid F8-4-9 to now have an open access point. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. 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. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed multiple piles of incorrectly textured boulders. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Tunnels are now darker in general, to better represent these CQB areas. Soldier stamina regeneration will be paused until these actions complete. We now achieve the desired look using lighting alone, which preserves detail. Updated minimap with intent to make height more readable, also now features trees. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. RAAS v06. RAAS v10. Currently, this primarily affects the complexity of the Landscape. If you spot any specific errors, please open an issue! After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Harju. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Adjusted Sumari AAS v2 vehicle layout to not include APCs. RAAS v04. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. That helps us get an overview. This crash is currently not reproducible. The update also brings an overhaul of how the game handles lighting. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). The collision should now better match the visual mesh. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed the issue with modded custom factions causing an infinite loading screen. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Reply Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. The new map is set on the southern coastline of Finland. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Updated the way armor meshes react to damage traces from explosions. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. We have updated the capture speed to scale with the number of players. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Added a Tessellation graphics toggle. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Vehicle Reset Feature does not currently work with Helicopters. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed a common Server crash related to SQMapMarkerManager. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. 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. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Squad Lanes has destroyed RAAS layer. This will be addressed in a future update. Both locations will now use the IFV icon. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Added a new landscape shader and new landscape textures. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Local/Offline issues currently have a lower priority. (APFSDS rounds etc.). Fixed floating shovel and no water sfx sound on inlet. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Please note that the associated quality and performance tradeoffs have similarly changed. Stamina cost for these actions has also been increased. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. 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. SFX bug while Firing in full auto. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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 all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. 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 is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Most night layers are now brighter in general. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Upgrade package for defensive deployables. AAS v1. 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. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. TC v1. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended.

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