The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Deployment 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. etc.) Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Improved the visibility of muzzle flashes. This, Player kit role icons are sometimes not being displayed on certain menu screens. Fallujah Fixed a detached wall segment at grid G5-3-2. 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! Fixed floating rocks at grid G6-8-8, F8-8-9. Those who know about it anticipate and destroy maps. We have not been able to reproduce this issue since the fix was implemented. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed an issue with various buildings and foliage culling too quickly. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Increased the update rate of particles at all quality levels. 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. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Easily installed this mod works to correct debilitating Raas layers. TC v1. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. 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. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed the long standing FOB Double teleport bug. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed the Scots Pine tree texture so it is less bright. 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. Complete rework of Squads approach to dynamic shadows. Skorpo is a map featured in Squad. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. Others can still hear them when they talk. 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 z-fighting column at the warehouse. 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. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. 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. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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. Updated the MEA G3 Rifle series firing sounds. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. WoodenQuality5099 25 days ago However it's not truly random. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Afterwards it becomes AAS,(assuming if you remember the next objective location). One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. garding exported NetGUIDs and Seamless Travel. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. 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). Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Expanded the road network northwest of Mogiliovo POI. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed an issue with tall buildings culling inapporpriately. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated CAF weapon text description in the role loadout screen. Also added more opacity at further LODs. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed a minor issue with a floating rock at grid D13-8-9. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. 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. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Tunnels are now darker in general, to better represent these CQB areas. RAAS v03. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Updated Mutaha RAAS v1 to include new CPs and new routes. 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. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Chora RAAS v3 features old school F88 Rifles. Some layers will continue to receive tweaks and improvements in the future. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Squad's RAAS system was originally based only on depth. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Occasional Player (Client) crashes in various circumstances. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Those who know about it anticipate and destroy maps. . After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Also adjusted the volume of 50cal hit sounds against a Minsk. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. 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. Removed most artificial colour-grading. 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). Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. #5. This is a long-time legacy bug that has been difficult to reproduce reliably. 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. My suggestion? Fixed an issue with a wall sticking through a building at grid C4-2-4. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Currently, this primarily affects the complexity of the Landscape. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. 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. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. The new map is set on the southern coastline of Finland. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. 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. To halt their advance, a NATO carrier group has been . Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). 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! Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. AAS v1. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Updated flag capture rate scaling values. Updated Belaya to use a new landscape renderer. 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. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Added a new deployable rickety wooden watchtower with camo nets for Militia. Updated a few maps to use new grass. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. 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). turret was disabled and therefore stabilisation was disabled. This is intended for very old systems for which Low settings are still not sufficient. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed floating shovel and no water sfx sound on inlet. Rocks and grass should blend much better. It should no longer crash, but we will be monitoring client logs. Fixed an issue with a floating Road grid J10-2-1. Fixed hundreds of foliage visual issues. 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. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. We are continuously working to improve server performance and optimization. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. The update also brings an overhaul of how the game handles lighting. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. 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. Fixed some areas where foliage bushes was clipping into houses. Added a Material Quality graphics setting. 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. RAAS v01. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Local/Offline issues currently have a lower priority. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted the Goose Bay map camera location. For example lets take Mutaha. A complete dictionary of Squad Maps and layers available in-game. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Added a new experimental Tire Fire deployable for Insurgents. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Harju. Updated the HAB ghost placement mesh to include exit point indicators. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Reply Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Kamdesh RAAS v6 new layout with 1 pre-captured flag. These are the 200 round box mags. Adjusted the building in grid F8-4-9 to now have an open access point. This addressed a number of visual bugs. Fixed an issue with small ground clutter/rocks having too short of a culling range. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Fixed some floating grass at grid F5-5-8. Added new explosive splash damage against infantry upon vehicle destruction. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. 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 Anvil loading screen music to use its own unique theme. RAAS v07. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. 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. Fixed an issue with z-fighting decals on hangars. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Adjusted all SL Rifles to now show + Tracer on their HUD names. Optimization: Blur shader no longer costs performance when not in ADS. Setting it to Low will disable the effect altogether. 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 a stone wall clipping into a corrugated metal fence around a western edge homestead. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fallujah Fixed a few locations in sewers that still allowed. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. RAAS v05. proportions on the CAF and MEA static flags. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated soldier stamina to no longer regenerate during vaulting and climbing. GB FV510 IFV was particularly susceptible to this issue. 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). This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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 grass heights to create less excessively high grass. Updated the way armor meshes react to damage traces from explosions. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. 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. Updated map to use new grass & adjusted the scale of the grass. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed an exploitable non-enterable room to prevent radio placement. Fixed a minor issue with dirty toilet water seeping through the wall. 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. Updated minimap with intent to make height more readable, also now features trees. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. This issue is a high priority to fix and. 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.
squad raas layers