This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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. These are the 200 round box mags. All tank rounds are using the existing sounds that youve heard. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed a material LOD issue on the large garage at USA Main and the village houses. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Most night layers are now brighter in general. A complete dictionary of Squad Maps and layers available in-game. SquadMaps: All maps and layers in Squad. 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. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. The audio module for Squad is initialized at the game start. TC v1. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. 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. TC v2. Squad's RAAS system was originally based only on depth. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). #5 killertowfoo Mar 7, 2021 @ 8:33am A "lock" icon will appear over a capture zone when a team . Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Easily installed this mod works to correct debilitating Raas layers. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. 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 updated the capture speed to scale with the number of players. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. 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. Fixed an issue with terrain clipping into a building at grid D3-3-6. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Updated CAF Commander CAS to now use CF-18 rocket strike. 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. RAAS v09. . (APFSDS rounds etc.). This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. 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. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Adjusted the CAF C9A2 LMG front sight to a more accurate model. No change in all vanilla settings. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. Low is now much lower, and High/Epic is much higher. proportions on the CAF and MEA static flags. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. Added a road connection between Niva Upper and Train Bridge. Tessellation itself has also been significantly optimized. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed hundreds of foliage visual issues. 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. 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 an issue with a bad texture assignment on certain brick walls. 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. optimized the LODs on the Coal Tipple Building. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. The effect now smoothly fades in and out. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. RAAS v09. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Increased the update rate of particles at all quality levels. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Increased the turret health to match the INS T62. Updated Anvil loading screen music to use its own unique theme. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Expanded the road network around Kropy and Zolata POIs. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed an issue with various buildings and foliage culling too quickly. Improved and optimized texture quality scaling. Added a small amount of new mini POIs throughout the map. deployables to be placed intention is to disallow all deployables in the sewers. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Players who are experiencing issues after the update, be sure to go to Settings ->. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Rocks and grass should blend much better. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Occasionally a player does not spawn at a Rally Point. Fixed an issue with a floating Road grid J10-2-1. Adjusted grass heights to create less excessively high grass. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Adjusted several CPs capture areas to better match the POI layouts. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Updated the landscape terrain shader to a new and improved version. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. These are 100 round box mags. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. This should hopefully remove an annoying issue that some users have with our in-game mod browser. RAAS v01. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed a collision clipping issue with the rusty railing material and decal. . For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Increased intensity of peripheral vision blur when using zoom optics. We have completely reworked the games handling of dynamic shadows. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed an issue with tall buildings culling inapporpriately. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed a z-fighting column at the warehouse. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. 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. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. RAAS v05. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. 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. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. This is a long-time legacy bug that has been difficult to reproduce reliably. This led to issues with flag distances and fairness, so it was changed to a lane system. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. !vote start - Starts a vote with 6 layers, random modes. Cooldown does not affect markers placed through the map. Updated soldier stamina to no longer regenerate during vaulting and climbing. Setting it to Low will disable the effect altogether. We now achieve the desired look using lighting alone, which preserves detail. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Hawks layer pack, the next generation of squad gameplay. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. more than 100 rounds if they respawn with an empty kit. Those who know about it anticipate and destroy maps. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. 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. RAAS v01. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed the long standing FOB Double teleport bug. Note: autocannon are unchanged and still use a 50cm kill zone radius. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. 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 corn crops having dark leaves and dark artifacts in different LODs. 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. This can be changed in Settings -> Graphics. Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. USA now has 2x M939. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. 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. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. GB FV510 IFV was particularly susceptible to this issue. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Updated the MEA G3 Rifle series firing sounds. This, Player kit role icons are sometimes not being displayed on certain menu screens. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. 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. Server performance may periodically dip when a server has a high population and high load. 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. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. It should no longer crash, but we will be monitoring client logs. 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. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Please play Squad on a system that meets or exceeds our min spec. 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. Updated Belaya to use a new landscape renderer. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Hopefully, this issue should be resolved now. Updated map to use new grass & adjusted the scale of the grass. !vote restart - Restarts voting with 6 random maps and modes. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. And it accomplishes this. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Improved the way texture resolution scales down at distance. Improved the micro terrain across the entire landscape. Updated brick tower at grid O13-4-6, interior ladders have been removed. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed a sidewalk using an incorrect material. Added a new landscape shader and new landscape textures. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. This is also intended to increase chances of Attacker success on first Capture Points. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Added various types of additional cover to various central locations. Updated Mutaha RAAS v1 to include new CPs and new routes. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed an audio issue where double hit sounds would play for soldiers. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Soldier stamina regeneration will be paused until these actions complete. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Deployment Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. 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. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. 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. Updated Terrain shadows to now render out to 8km. We are continuously working to improve server performance and optimization. Adjusted and replaced some ambient sounds. 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). Tunnels are now darker in general, to better represent these CQB areas. 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. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. #5. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. RAAS works for the first 5 to 20 mins into the game. This is intended for very old systems for which Low settings are still not sufficient. 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. The update also brings an overhaul of how the game handles lighting. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed floating rocks at grid G6-8-8, F8-8-9. In the future, restriction zone functionality may be extended to some of our larger maps as well. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Squad Lanes has destroyed RAAS layer. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed incorrect shading on several landscapes. Fixed an issue with foliage popup at close distance. Initial Neutral flags have an additional 1.3x speed multiplier. Others can still hear them when they talk. Textures do not become excessively blobby at lower settings. !vote end - Gently ends the current vote and announces the winner layer. 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. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. garding exported NetGUIDs and Seamless Travel. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. WoodenQuality5099 25 days ago However it's not truly random. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. That helps us get an overview. This crash is currently not reproducible. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Removed most artificial colour-grading. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Adjusted the Goose Bay map camera location. Vehicle Reset Feature does not currently work with Helicopters. !vote cancelauto - Cancel scheduled automatic start of vote. Mention the demotion if you are no longer the FTL. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Squad Masters Vanilla are the normal maps with normal settings. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Adjusted Sumari AAS v2 vehicle layout to not include APCs. This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted GB FV107s HAT damage modifier. Some layers will continue to receive tweaks and improvements in the future. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Potential Fix for a client crash related to audio and gun sounds. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. This patch adds the new Harju Map to the game. Capture Speed Scaling was added in v2.14. Fixed an issue with the waterfall missing its VFX. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. We have not been able to reproduce this issue since the fix was implemented. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. It is the third update of the year (not counting Hotfixes). Those who know about it anticipate and destroy maps. RAAS v12. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. 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. RAAS v06. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed exploitable cliffs near Russian Outpost POI. Fixed an issue at the NW Main with an unintended burning fire sound in the area. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round.
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