squad raas layers

Low is now much lower, and High/Epic is much higher. Some of the changes since you last saw me on the wrench: Goose Bay Fixed various floating grass. This also helps reduce the perceived smudgyness of anti-aliasing. before taking any other troubleshooting steps. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Updated Anvil loading screen music to use its own unique theme. Note: autocannon are unchanged and still use a 50cm kill zone radius. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. 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). RAAS v05. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. 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! Fixed an issue with various foliage clipping through buildings. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. This patch adds the new Harju Map to the game. Fixed some minor visual issues with the Scots Pine bush LODs and normals. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). 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 a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Fixed an exploitable non-enterable room to prevent radio placement. This will be addressed in a future update. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. 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). It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. This can be changed in Settings -> Graphics. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed an issue with foliage popup at close distance. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. 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. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. RAAS v04. Rocks and grass should blend much better. RAAS v11. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed the long standing FOB Double teleport bug. 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). Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. 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. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. In the future, restriction zone functionality may be extended to some of our larger maps as well. Updated Shadows now render out to 1km at all graphics settings. RAAS v08. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Updated the water material to better match the new lighting. Adjusted the faction vehicle layout on Tallil RAAS v1. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. RAAS v08. Updated soldier stamina to no longer regenerate during vaulting and climbing. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fixed an issue with various buildings and foliage culling too quickly. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. !vote end - Gently ends the current vote and announces the winner layer. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Updated minimap with intent to make height more readable, also now features trees. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. 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. RAAS v01. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. This is intended to give low-end hardware more performance options. garding exported NetGUIDs and Seamless Travel. Squad Lanes has destroyed RAAS layer. RAAS v10. Both locations will now use the IFV icon. 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 the Scots Pine tree texture so it is less bright. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Only the admin cam has special caster features. This addressed a number of visual bugs. Adjusted the Goose Bay map camera location. Afterwards it becomes AAS,(assuming if you remember the next objective location). For example lets take Mutaha. Ticket loss from losing the flag is still the same (-10 tickets). Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. The effect now smoothly fades in and out. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed a material LOD issue on the large garage at USA Main and the village houses. Updated the way armor meshes react to damage traces from explosions. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. At higher quality, textures remain at full resolution further into the distance. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Chora RAAS v3 features old school F88 Rifles. This was a legacy issue that has been tough to isolate. 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. RAAS v09. RAAS v02. 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). 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Improved the visibility of muzzle flashes. RAAS v01. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. RAAS v10. 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. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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. Others can still hear them when they talk. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework.