Steam Community :: Guide :: RAAS Meta Explained Fixed an issue with a bad texture assignment on certain brick walls. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. RAAS v07. Fixed a z-fighting column at the warehouse. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fallujah Fixed a detached wall segment at grid G5-3-2. It is the third update of the year (not counting Hotfixes). Updated the MEA G3 Rifle series firing sounds. RAAS v10. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed an issue with untextured rubble walls at multiple locations. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Squad Lanes has destroyed RAAS layer. Adjusted all SL Rifles to now show + Tracer on their HUD names. 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. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. etc.) This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. The Most Underrated Mod Since The Start Of Open Modding !vote cancel - Cancels current round of voting. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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 . Local/Offline issues currently have a lower priority. Fixed a wall segment having a missing face at grid I7-8-9. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Squadlanes (Squad v4.0) Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. 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. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. 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. Skirmish v1. Updated the minimap with intent to make height more readable, minimap also now features trees. Fallujah Fixed a few locations in sewers that still allowed. 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. This should hopefully remove an annoying issue that some users have with our in-game mod browser. GB FV510 IFV was particularly susceptible to this issue. The collision should now better match the visual mesh. Fixed floating foliage at various locations. deployables to be placed intention is to disallow all deployables in the sewers. Tessellation itself has also been significantly optimized. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Occasionally a player does not spawn at a Rally Point. Rocks and grass should blend much better. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. 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. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks We are continuously working to improve server performance and optimization. Occasional Player (Client) crashes in various circumstances. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Squad's RAAS system was originally based only on depth. Updated the way armor meshes react to damage traces from explosions. The oldest notifications will be removed to make room for new ones. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. We have not been able to reproduce this issue since the fix was implemented. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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. Potential Fix for a client crash related to audio and gun sounds. 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. In 2 . More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed incorrect shading on several landscapes. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. 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). Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. 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. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. RAAS v02. Those who know about it anticipate and destroy maps. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. AAS v1. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. RAAS works for the first 5 to 20 mins into the game. 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. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Most night layers are now brighter in general. This is also intended to increase chances of Attacker success on first Capture Points. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. GitHub - fantinodavide/squad-js-map-vote Updated Mestia Skirmish v1 to now use Overcast Lighting. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. We now achieve the desired look using lighting alone, which preserves detail. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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. Fixed an issue with the Castle POI walls culling too soon. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Added a new road connection between the Bunker and Train Bridge OP. Added various types of additional cover to various central locations. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Updated minimap with the intent to make height more readable, minimap now also features trees. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. 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. Updated binoculars with new zoom in/ zoom out sounds. 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. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed an issue with tall buildings culling inapporpriately. Added new landscape shader & landscape textures. Is Squad Lanes cheating? : r/joinsquad - reddit.com Adjusted GB FV107s HAT damage modifier. These are 100 round box mags. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. 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.
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