squad raas layers

At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. This may not provide a benefit on all computers. Fixed an issue with a wall sticking through a building at grid C4-2-4. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Chora RAAS v3 features old school F88 Rifles. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Updated CAF weapon text description in the role loadout screen. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. We will keep you informed if this happens. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Squad's 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! Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue with various buildings and foliage culling too quickly. Fixed a wall segment having a missing face at grid I7-8-9. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. All armor piercing projectiles use another set of piercing more destructive sounds. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Added a Material Quality graphics setting. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Upgrade package for defensive deployables. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. SquadMaps is a website to display all the maps and layers in Squad. Added a new road connection between the Bunker and Train Bridge OP. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. 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. To halt their advance, a NATO carrier group has been . Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Afterwards it becomes AAS,(assuming if you remember the next objective location). Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. 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. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed a minor issue with a floating rock at grid D13-8-9. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. 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. 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. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed some floating grass at grid F5-5-8. TC v1. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. We have completely reworked the games handling of dynamic shadows. 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). This often happens when numerous players are spawning in at the same time This will be addressed in a future update. 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. 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). Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. 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 . 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. Complete rework of Squads approach to dynamic shadows. Improved the visibility of muzzle flashes. Updated map to use new grass & adjusted the scale of the grass. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. more than 100 rounds if they respawn with an empty kit. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. SFX bug while Firing in full auto. That helps us get an overview. 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. RAAS v04. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Hopefully, this issue should be resolved now. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed some road intersections that were not blending correctly. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Predict Squad RAAS lanes and learn map layouts with Squadlanes! 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. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Adjusted several CPs capture areas to better match the POI layouts. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. (APFSDS rounds etc.). Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed the issues with the backdrop mountains texture. Updated the HAB ghost placement mesh to include exit point indicators. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. AAS v1. This issue is a high priority to fix and. Kamdesh RAAS v6 new layout with 1 pre-captured flag. 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. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Updated Yehorivka to use a new road material. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. No ticket gain from capturing flags (normally +60). Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed multiple piles of incorrectly textured boulders. 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. !vote end - Gently ends the current vote and announces the winner layer. This should hopefully remove an annoying issue that some users have with our in-game mod browser. #5 killertowfoo Mar 7, 2021 @ 8:33am help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed the long standing FOB Double teleport bug. Soldier stamina regeneration will be paused until these actions complete. Squad's RAAS system was originally based only on depth. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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 projectiles like hand grenades not showing VFX or audio (debris sounds). 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. Updated landscape to be rockier across the entire landscape. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. 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 some areas where foliage bushes was clipping into houses. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with a tree growing in train tracks at grid G9-4-8. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Updated Anvil loading screen music to use its own unique theme. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. We have not been able to reproduce this issue since the fix was implemented. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. 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. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . This crash is currently not reproducible. This is intended to give low-end hardware more performance options. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. RAAS v01. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Optimization: Blur shader no longer costs performance when not in ADS. 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. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. This. TC v2. All tank rounds are using the existing sounds that youve heard. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. TC v1. 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). 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 Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Also adjusted the reticles to be more readable with higher Anti Aliasing settings. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed an issue with z-fighting decals on hangars. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. These are the 200 round box mags. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Harju. Admin Commands. Updated and optimised deployable sandbag destruction FX. garding exported NetGUIDs and Seamless Travel. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. This means it will not be possible to destroy these vehicles by hitting only their turret. Improved the micro terrain across the entire landscape. Potential Fix for a client crash related to network messages when joining a squad. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Updated brick tower at grid O13-4-6, interior ladders have been removed. Reply The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. 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. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. RAAS v05. Added a new experimental Tire Fire deployable for Insurgents. Occasionally a player does not spawn at a Rally Point. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. RAAS works for the first 5 to 20 mins into the game. Adjusted the grass materials to better match the landscape. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Updated the minimap with intent to make height more readable, minimap also now features trees. RAAS v02. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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 the INS Hab lacking bullet collision on the backfaces. 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. 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. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Setting it to Low will disable the effect altogether. Skirmish v1. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. AAS v1. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Added a Tessellation graphics toggle. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. RAAS v07. RAAS v08. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Complete overhaul of the technical and artistic approach to lighting. 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. This is also intended to increase chances of Attacker success on first Capture Points. This also helps reduce the perceived smudgyness of anti-aliasing. Capture Speed Scaling was added in v2.14. The recommended solution, for now, is to run Squad in the Borderless mode. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. #5. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Tessellation itself has also been significantly optimized. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed the Scots Pine tree texture so it is less bright. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. 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. etc.) Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. 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 specular on the imposter LODs for some trees, including the palms on Al Basrah. 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. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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 dirty toilet water seeping through the wall. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability.

Daventry Recycling Centre, Crossroads Grill Lancaster, Sc Menu, Articles S