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Adjusted the Goose Bay map camera location. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Updated a few maps to use new grass. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Adjusted grass heights to create less excessively high grass. Fixed an exploitable non-enterable room to prevent radio placement. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. 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). 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. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Adjusted the faction vehicle layout on Tallil RAAS v1. Squad Masters Vanilla are the normal maps with normal settings. Added new explosive splash damage against infantry upon vehicle destruction. Fixed an issue with a static shovel floating at grid D7-8-5. 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. Server performance may periodically dip when a server has a high population and high load. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. The new map is set on the southern coastline of Finland. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Those who know about it anticipate and destroy maps. 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 client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. 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. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed hundreds of foliage visual issues. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 More details below: Removed the force which previously prevented infantry from standing on each others heads. Ticket loss from losing the flag is still the same (-10 tickets). 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. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue with a tree growing in train tracks at grid G9-4-8. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Updated map to use new grass & adjusted the scale of the grass. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. These are the 200 round box mags. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. 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. Increased intensity of peripheral vision blur when using zoom optics. 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. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Fixed a collision clipping issue with the rusty railing material and decal. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Adjusted all SL Rifles to now show + Tracer on their HUD names. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed an issue with various foliage clipping through buildings. 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. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Those who know about it anticipate and destroy maps. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. This is intended to make deployable fortifications more resilient. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Updated Mestia Skirmish v1 to now use Overcast Lighting. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Added a small amount of new mini POIs throughout the map. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. In 2 . Improved the way texture resolution scales down at distance. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). RAAS v01. Capturing the center flag does not cause any ticket loss or ticket bleed. 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. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. 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 is a long-time legacy bug that has been difficult to reproduce reliably. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Removed most artificial colour-grading. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. AAS v1. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. SFX bug while Firing in full auto. MEA now has 2x Ural Logi instead of Simir Logi. 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. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Updated the HAB ghost placement mesh to include exit point indicators. Complete rework of Squads approach to dynamic shadows. 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. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Added a new experimental Tire Fire deployable for Insurgents. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. We have updated the capture speed to scale with the number of players. No change in all vanilla settings. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Updated brick tower at grid O13-4-6, interior ladders have been removed. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. This is intended for very old systems for which Low settings are still not sufficient. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. SquadMaps: All maps and layers in Squad. Soldier stamina regeneration will be paused until these actions complete. 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. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Some of the changes since you last saw me on the wrench: AAS . Fixed some minor visual issues with the Scots Pine bush LODs and normals. At higher quality, textures remain at full resolution further into the distance. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Skirmish v1. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. 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. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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 soldier stamina to no longer regenerate during vaulting and climbing. Currently, this primarily affects the complexity of the Landscape. 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. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. RAAS v08. more than 100 rounds if they respawn with an empty kit. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Squad Lanes has destroyed RAAS layer. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Chora RAAS v3 features old school F88 Rifles. 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. And it accomplishes this. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed multiple piles of incorrectly textured boulders. Fixed some road intersections that were not blending correctly. deployables to be placed intention is to disallow all deployables in the sewers. . The root cause of this issue was addressed by a change to the way penetration is handled. This means it will not be possible to destroy these vehicles by hitting only their turret. Optimization: Blur shader no longer costs performance when not in ADS. 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. 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. It is the third update of the year (not counting Hotfixes). At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). . This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fixed a minor issue with dirty toilet water seeping through the wall. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). These are 100 round box mags. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Localization for most language translations is currently out of date. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. The effect now smoothly fades in and out. 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. before taking any other troubleshooting steps. Increased the update rate of particles at all quality levels. Tessellation itself has also been significantly optimized.

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