Expanded the road network around Kropy and Zolata POIs. Adjusted the building in grid F8-4-9 to now have an open access point. Please note that the associated quality and performance tradeoffs have similarly changed. 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. 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. Increased the update rate of particles at all quality levels. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. If you spot any specific errors, please open an issue! Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Pros: Relatively small footprint with superior viewing angles for observation and fire support. RAAS v12. Cooldown does not affect markers placed through the map. All tank rounds are using the existing sounds that youve heard. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. This has increased both the visual quality and performance cost of particles. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. proportions on the CAF and MEA static flags. Fallujah Fixed a few locations in sewers that still allowed. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. AAS v1. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. 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. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed LODs before imposter on Beech/Oak trees. Local/Offline issues currently have a lower priority. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. The update also brings an overhaul of how the game handles lighting. 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). Players who are experiencing issues after the update, be sure to go to Settings ->. 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. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed a z-fighting column at the warehouse. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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. 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. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. 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. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. 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. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. This draws focus to the action and enhances the look of visual effects. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Updated the water material to better match the new lighting. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. . Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! Updated and optimised deployable sandbag destruction FX. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This addressed a number of visual bugs. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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. Fixed an issue with small ground clutter/rocks having too short of a culling range. before taking any other troubleshooting steps. 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 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. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed an issue with vehicles sometimes floating when they first spawn. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Added a new road connection between the Bunker and Train Bridge OP. RAAS v06. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Tunnels are now darker in general, to better represent these CQB areas. These are the 200 round box mags. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Those who know about it anticipate and destroy maps. 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. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed floating foliage at various locations. Mention the demotion if you are no longer the FTL. Now they should block traces with the visibility channel. A look at the new layers (Squad Lanes dev) : r/joinsquad Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Goose Bay Fixed various floating grass. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Updated all muzzle flashes to be larger, brighter, and more consistent. 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 landscape to be rockier across the entire landscape. Squad Update v3.0 Release Notes 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). Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. At higher quality, textures remain at full resolution further into the distance. Fixed an issue with dithered temporal AA glass shaders. Added various mini POIs across the map to fill in areas that were a bit barren. Switched to more physically accurate parameters for outdoor lighting. Fixed an issue with foliage popup at close distance. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Improved and optimized texture quality scaling. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. 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. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed an issue with the waterfall missing its VFX. Soldier stamina regeneration will be paused until these actions complete. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. This crash is currently not reproducible. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. This should hopefully remove an annoying issue that some users have with our in-game mod browser. RAAS v07. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. RAAS v04. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Updated the way armor meshes react to damage traces from explosions. SquadMaps: All maps and layers in Squad. This is also intended to increase chances of Attacker success on first Capture Points. Fixed an exploitable non-enterable room to prevent radio placement. AAS . Fixed multiple piles of incorrectly textured boulders. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Fixed an issue with untextured rubble walls at multiple locations. Squad: New Harju Map Added in Update v3.4 | Player.One Occasionally a player does not spawn at a Rally Point. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. 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. Skirmish v1. 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. Expanded the road network northwest of Mogiliovo POI. This is a long-time legacy bug that has been difficult to reproduce reliably. 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. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. More details below: Removed the force which previously prevented infantry from standing on each others heads. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Easily installed this mod works to correct debilitating Raas layers. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed the issues with the backdrop mountains texture. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Vehicle Reset Feature does not currently work with Helicopters. Squadlanes (Squad v4.0) Fixed issue with shiny roads on several maps. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. . Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Ticket loss from losing the flag is still the same (-10 tickets). Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). 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. Rocks and grass should blend much better. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. RAAS v08. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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. We have not been able to reproduce this issue since the fix was implemented. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Adjusted GB FV107s HAT damage modifier. Updated CAF Commander CAS to now use CF-18 rocket strike. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Adjusted the corn and wheat fields to remove the short grass. Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. That helps us get an overview. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Note: autocannon are unchanged and still use a 50cm kill zone radius. GitHub - fantinodavide/squad-js-map-vote Improved the way texture resolution scales down at distance. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Squad Maps Adjusted Sumari AAS v2 vehicle layout to not include APCs. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Updated Mestia Invasion v1 to now use Mid Day Lighting. Updated soldier stamina to no longer regenerate during vaulting and climbing. AAS v1. 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. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue with a bad texture assignment on certain brick walls. Please play Squad on a system that meets or exceeds our min spec. 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! Increased the turret health to match the INS T62. Fixed a common Server crash related to SQMapMarkerManager. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. You may want to raise or lower your graphics settings from what you used before this update. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Initial Neutral flags have an additional 1.3x speed multiplier. In the future, restriction zone functionality may be extended to some of our larger maps as well. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. 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). Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. This will be addressed in a future update. It is the third update of the year (not counting Hotfixes). Added a Material Quality graphics setting. 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 a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed a minor issue with floating grass in the Tunnel. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Updated a few maps to use new grass. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Updated flag capture rate scaling values. 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. Fixed an issue with a wall sticking through a building at grid C4-2-4. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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. 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. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. RAAS v10. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. TC v2. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated Shadows now render out to 1km at all graphics settings. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). My suggestion? Improved the micro terrain across the entire landscape. Fixed floating shovel and no water sfx sound on inlet. Fixed an issue with terrain clipping into a building at grid D3-3-6. RAAS v05. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Low is now much lower, and High/Epic is much higher. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. RAAS v03. Added a small amount of new mini POIs throughout the map. 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 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. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. In 2 . 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 an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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). Is Squad Lanes cheating? : r/joinsquad - reddit.com Updated HUD notifications to cap the maximum number of notifications to 4. Those who know about it anticipate and destroy maps. 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. It is the third update of the year (not counting Hotfixes). Cons: Very exposed / prominent position which is easy to target with area effect weapons. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. 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. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Harju. Reduced the hollow tube effect. 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. 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.
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