Squad Lanes has destroyed RAAS layer. OWI need to nerf Squad lanes : r/joinsquad - reddit Fixed floating foliage at various locations. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Updated brick tower at grid O13-4-6, interior ladders have been removed. Reddit - Dive into anything Stamina cost for these actions has also been increased. 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. 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. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated the landscape terrain shader to a new and improved version. Increased the update rate of particles at all quality levels. Squad Maps 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. Expanded the road network northwest of Mogiliovo POI. Squad Maps Create Infographic with the information below: Added a Depth of Field (DoF) effect. 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. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Squad Maps Vehicle Reset Feature does not currently work with Helicopters. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Switched to more physically accurate parameters for outdoor lighting. Steam Workshop::Squad Masters - Mod [SQ v4.2] AAS v1. The effect now smoothly fades in and out. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. This. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Clarified the requirement for Combat Engineer explosives. Only the admin cam has special caster features. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed an issue with a bad texture assignment on certain brick walls. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Squad Lanes has destroyed RAAS layer. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. GB FV510 IFV was particularly susceptible to this issue. This will be addressed in a future update. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. RAAS v09. Updated Shadows now render out to 1km at all graphics settings. My suggestion? RAAS v04. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. 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. 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. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Updated minimap with intent to make height more readable, also now features trees. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Community's opinion on RAAS vs AAS? : r/joinsquad - reddit Fixed a wall segment having a missing face at grid I7-8-9. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Setting it to Low will disable the effect altogether. That helps us get an overview. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Also. RAAS v11. 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). Updated the HAB ghost placement mesh to include exit point indicators. RAAS v10. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. All tank rounds are using the existing sounds that youve heard. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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. Deployment Updated the water material to better match the new lighting. 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. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. 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. This is intended to give low-end hardware more performance options. RAAS v02. 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. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Note: autocannon are unchanged and still use a 50cm kill zone radius. 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. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed the long standing FOB Double teleport bug. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Updated CAF weapon text description in the role loadout screen. This, Player kit role icons are sometimes not being displayed on certain menu screens. Now they should block traces with the visibility channel. 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 on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. 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). Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. If you experience any issues with the latest update please contact our Support Team (Link URL). 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. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Adjusted grass heights to create less excessively high grass. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. The oldest notifications will be removed to make room for new ones. Fixed an issue with a static shovel floating at grid D7-8-5. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. This will be addressed in a future update. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Updated Belaya to use a new landscape renderer. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Improved the visibility of muzzle flashes. RAAS works for the first 5 to 20 mins into the game. Adjusted the corn and wheat fields to remove the short grass. This can be changed in Settings -> Graphics. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Those who know about it anticipate and destroy maps. We have updated the capture speed to scale with the number of players. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. MEA now has 2x Ural Logi instead of Simir Logi. RAAS v01. AAS v1. Upgrade package for defensive deployables. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out.
squad raas layers