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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Fixed a minor issue with floating grass in the Tunnel. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. Fixed a minor issue with a floating rock at grid D13-8-9. 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. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. At higher quality, textures remain at full resolution further into the distance. Updated point capture speed to scale by the number of players. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Updated binoculars with new zoom in/ zoom out sounds. etc.) Updated HUD notifications to cap the maximum number of notifications to 4. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Others can still hear them when they talk. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a collision clipping issue with the rusty railing material and decal. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Setting it to Low will disable the effect altogether. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. 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. This issue is a high priority to fix and. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Updated a few maps to use new grass. Fixed an issue with z-fighting decals on hangars. 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. Added a road connection between Niva Upper and Train Bridge. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 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). 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. Occasionally a player does not spawn at a Rally Point. Occasional Player (Client) crashes in various circumstances. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Removed most artificial colour-grading. RAAS v05. 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 is an inherent problem, and the solution is currently in long-term development. 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. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Hopefully, this issue should be resolved now. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. The recommended solution, for now, is to run Squad in the Borderless mode. TC v2. 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. 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 an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. Squad Masters Vanilla are the normal maps with normal settings. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Updated CAF arid uniforms textures to look more authentic. Squad Lanes has destroyed RAAS layer. 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 an issue where unintended high altitude wind SFX was playing across nearly the entire map. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. All UGL / Frags now use a new light impact sound. . Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Switched to more physically accurate parameters for outdoor lighting. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Vehicle Reset Feature does not currently work with Helicopters. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Also adjusted the volume of 50cal hit sounds against a Minsk. Afterwards it becomes AAS,(assuming if you remember the next objective location). V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Potential Fix for a client crash related to audio and gun sounds. Capture Speed Scaling was added in v2.14. 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. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed an issue with a bad texture assignment on certain brick walls. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. 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. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. 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.