This is a minor update that improves some QoL stuff and fixes a couple bugs:
CNG: Improved depiction of LoS for enemy units FIX: 'Campaign Day Random Event!' message no longer added to day log FIX: New colours for some ammo types to improve visual distinction FIX: Was possible to generate a combat calendar of 0 days, crashing the game
1.2.0 Hotfix
A very small hotfix to try and diagnose issues with the game not starting up on certain systems
Update 1.2.0
This is a medium-sized update which does not break saved campaign compatibility, but does add a ton of improvements and fixes. As always, please report any bugs and/or crashes in the Discord or on the Steam discussion board. Full changelog follows:
1.2.0 Changelog
ADD: Major Battle campaign day mission: higher number of enemy units, higher chance of meeting resistance, +2 VP for each enemy unit destroyed, +1 VP for each captured zone, higher chance of zone capture by enemy or friendly forces, player may get free unit support and requested unit support will have +1 unit ADD: Battle of Guadalcanal campaign (USA), Battle of Iwo Jima campaign (USA) ADD: F4F Wildcat, SBD Dauntless, M1A1 75mm Pack Howitzer, M4A3R5 Sherman, Mitsubishi A6M, Chi-Ha (Dug In) ADD: Campaign skill: Semper Fi ADD: Reverse Move action for AI units ADD: AI units with Reverse Drivers now just as likely to make a Reverse Move action ADD: AI units will now build themselves a simple list of enemy threats to help in action scoring ADD: AI armoured vehicle units can now pivot or reverse so that their heavier front armour is facing a threat ADD: Info in the Battlegroup tab on whether a squadmate has a broken weapon or one that is out of ammo or fuel ADD: Historical Rarity display in Unit Gallery can now scroll up and down ADD: SHrapnel ammo for 75mm American Sherman guns, functions same as Canister ADD: Enemy infantry, cavalry, and gun units that take FP in a turn when the player is overrunning their location must pass a morale check or else be routed, unless they are entrenched, fortified, or fanatic ADD: Sound Effects: Motorcycle moving, LMG firing at low, medium, and high RoF, gun/cannon firing, gun moving without tow ADD: Message before Campaign Day random events ADD: Fortification zones now much less likely to spawn most very mobile enemy units ADD: Emplacement unit category; if armoured, always counts as HD in all directions
CNG: Slightly updated fonts to improve weighting of lines (thanks cjprince!) CNG: If a Lax AI unit spots an enemy unit, they now immediately become Alert CNG: Greatly increased chance of a Lax enemy unit becoming Alert due to 1+ enemies already being spotted CNG: Enemy units can now pivot to face any target, including the player, as an action during their activation CNG: AI units now much less likely to attempt attacks with 0.5% chance of hit/effect CNG: AI units now more likely to withdraw if they already had a good reason to do so and player is immobilized CNG: Campaign week description in Campaign Calendar layer now has 8 additional display lines CNG: Minor changes to Jungle Rats campaign CNG: Molotovs and Flamethrowers can now get critical hits CNG: Demo Charges, Flame Throwers, and Molotovs all now have lower base AP scores CNG: Demo Charges now much more likely to cause immobilization after a penetrating hit on the player CNG: Flame Throwers and Molotovs now much more likely to only cause Minor Damage after a penetrating hit on the player CNG: Slight change to how crew positions and weapons are displayed in the Unit Gallery CNG: Warning for a missing sound effect definition will only be displayed once per game session CNG: Campaign days with Hold the Line, Counterattack, or Fighting Withdrawal missions will require less time to arrive at the front lines CNG: All impacts on the player vehicle can now result in 1+ crewmen in the hit location being stunned or knocked unconscious by the impact
FIX: In cases where an AI unit has 2+ weapons that can be fired by the same crewman, the game will keep track of which crewmen have already acted and won't let them operate two weapons in the same turn FIX: AI units that pivot will now not always rotate their turret to face their new hull facing direction, the turret will remain in the same relative direction FIX: Very Large towing capacity display did not fit in Unit Gallery screen FIX: Deleting a campaign record did not properly select another one FIX: If first crewman had a different default command set, GUI and context console did not reflect this at start of scenario FIX: Seasons and weather odds for South Pacific region FIX: If a transport vehicle is abandoned by its crew, any passengers automatically bail out FIX: During bail-out, if crewmen were killed by an explosion or incoming fire, the game would not properly end the bail-out sequence until the following turn FIX: Unspotted enemy units that get bogged down will no longer trigger a sound effect FIX: Vertical position of text in simple pop-up messages FIX: Unspotted enemy units that fail a rout test (eg. after a FTR or WP attack) will no longer trigger a message for the player FIX: Removed depiction of side skirts in DES portrait of Panzer IV H FIX: Was possible for player unit to initiate an overrun attack when it was bogged down FIX: If player vehicle was immobilized, chance that it would be pivoted incorrectly, leading to strange outcomes FIX: Player could possibly add rare ammo during resupply when it was not available on current calendar date
1.1.10 Hotfix
Minor hotfix to fix a crash after moving during a sandstorm
1.1.10 Hotfix
This is a fix with the following changes:
ADD: TMG to both L3 Lf variants FIX: Player units with Co-Drivers or Rear Drivers were not handling them properly
Update 1.1.10
This is mainly a bugfix update, with a few additions that are not yet fully implemented, including a number of new units. These will be added to campaigns in a future update, but I wanted to get this update out mainly to fix a display bug when resolving an HE hit on an armoured target. Full changelog follows:
1.1.10 Changelog
Note: New units are mostly not used yet
ADD: AB Lancia 1Z, L5/30 (Fiat 3000), L3/38, P26/40, Panzer L38 733, Panzer P40 737, StuG M42 mit 75/18 850, StuG M42 mit 75/34 851, StuG M43 mit 105/25 853 ADD: M2A4 Light Tank, M2A4 Light Tank (UK)
ADD: restricted_traverse stat for MGs and other area fire weapons; penalty when firing at a moving target ADD: Unit Support selection will be saved for game session, and if possible will automatically be selected next time Unit Support is requested ADD: Improved moon phase visual indicators
CNG: Minor changes to Jungle Rats, Polish campaigns CNG: Vehicles with no gun or flamethrower weapons on board now have a much lower chance of exploding upon a KO hit CNG: During player RoF attacks, either F or Tab can be used to fire again; ESC will now end the attack CNG: Convoy Attack objectives now limited to max 1 per map area, less chance of appearing CNG: Increased speed of in-game animations CNG: Flamethrower and Combat Engineer Teams will no longer be set as the unit id for a given class when spawning enemy units; means they will not appear in groups of 2+ units nearly as often CNG: Improved look of tabs in in-game menu (thanks Vanagandr!) CNG: Replaced MAR portrait variants (never used) with ELW (Early War)
FIX: Partial and Full effect chances were being displayed during armour penetration roll caused by an HE hit FIX: Updated gun definition for Panzer II J
Update 1.1.9
A small but important update this week, which fixes a few bugs and adds some nice Quality of Life functionality to the game. As always, please do report bugs and crashes on the Discord or on the Steam discussions boards. Changelog follows:
1.1.9 Changelog
ADD: New Unit: L3 Lf (Trailer) ADD: New Skill: "Unsticky Situation": improves unjam chance, available to all crewmen, replaces unjam bonus previous given by "Mechanic" and "Gun Maintenance" ADD: New Skill: "Reverse!": increases chance of a successful reverse move action ADD: 8x8 and 16x16 font files for REXPaint to /src folder - these are the base font files that can be used by REXPaint; the game uses an extended set with additional gylphs ADD: Unit Gallery now includes a command to display a list of campaigns where a given unit type appears ADD: Option to join a campaign that has already started when continuing into a new campaign
CNG: Movement chance increased by 30% (before fatigue effects) if Driver is CE CNG: In Shooting Phase when cursor is not over a map hex, info on a currently targeted unit will be displayed in the unit info console CNG: Key repeating now allowed in glossary, message log, unit gallery, and add skill menus
FIX: Small transports like Jeeps and Kubelwagons will no longer be spawned as trucks in Convoy Attack objectives FIX: Battle of Luzon (Japan) had incorrect enemy air support data FIX: Minor change to rarity factors for Sd. Kfz. 13
Update 1.1.8
This is a regular update with a lot of fixes and minor improvements to the game. My thanks to the players on the Discord for suggesting many of these improvements and for testing out this update on the preview branch. As always, please report any bugs or crashes on the Discord or on the Steam discussion forums. Changelog follows:
1.1.8 Changelog
ADD: Firing a Gun in Dry ground conditions has a small chance of kicking up dust around the attacker (max 2) ADD: Possibility of a partial hit result when firing HE; partial hits apply less FP, have no AP effect, and have less chance of causing dust on target ADD: Different display colours for ranges of travel times on the Campaign Day layer ADD: Crewman CE display highlighted in yellow if especially vulnerable to incoming attacks (on order that allows spotting) ADD: Bonus to affect moving deployed guns with area fire attacks ADD: Wadis: dry riverbeds that can appear on North African campaign day maps. Take much less time to cross than rivers. ADD: Attempt Hull Down command now greyed out if player unit is already HD in current facing ADD: New Skill: Leadfoot: Increases chance of an extra move when driving a Fast Tank or Fast Wheeled vehicle. ADD: AI units that are Lax and have an allied unit in the same hex that is Alert will automatically change statue to Alert upon activation
CNG: Campaign Day map area can now sometimes have 4 or 5 objectives CNG: Effect of "The Immobilizer" skill more clear now CNG: Area fire attack penalty for vehicle-mounted weapons reduced CNG: Any concealed unit that initiates an overrun attack is automatically spotted CNG: Firepower applied to unspotted targets is now halved (fractions rounded up) when applied, not when resolved CNG: River crossing check now takes place after breakdown + sandstorm checks CNG: Fighting Withdrawal day missions: - any zone that is above the player's current hex row will automatically be captured by enemy forces if possible - capturing (or defending) a zone awards 2x normal VP - after winning a scenario, the player will be awarded VP for capturing a zone, but must then automatically move to a zone in a lower hexrow CNG: Increased chance of becoming Stunned or Unconscious as a result of an injury, but also increased protective effect of Grit stat against this CNG: Small change to effect of gun shields and movement chances CNG: Minor change to background of Campaign Day layer display
FIX: Unbog attempt now clears all acquired targets and sets moving status FIX: Gun units can no longer attempt to deploy/unlimber or pack-up while Pinned FIX: Convoy Attack objective zones sometimes had few or no trucks spawned FIX: Longstanding bug in calculating full and critical effect chances for area fire and flame thrower attacks FIX: AAMGs on pivot mounts no longer affected by negative modifiers for pivoting or turret rotation FIX: Unit destruction sound no longer played when a unit withdraws FIX: Too much time was being added for crossing rivers on the Campaign Day map FIX: Convoy Attack objective now only failed if any enemy trucks remain in the zone after withdrawing FIX: Campaign records now sorted by total VP FIX: Bug where a new crewman would not be assigned if Player Commander continued into a new campaign, kept the same vehicle, and there was 1+ crewmen who were KIA while the Player Commander was in the Field Hospital FIX: Miscalculation of the full and critical effect chance for Area Fire and Flamethrower attacks FIX: Crash when Player Commander stayed in Field Hospital until end of campaign, but final possible day of campaign wasn't in the Combat Calendar
Update 1.1.7 Hotfix
Just a minor update to add a few things in advance of the Community Challenge (see the Discord for details!)
1.1.7 Hotfix Changelog
ADD: Chance to display a variant portrait of the unit on the main menu ADD: Display of list of modifiers to support request rolls ADD: TRO variant portraits for Stuart I and Stuart I (JP) CNG: Removed the now-redundant message after a failed support request roll
Update 1.1.7
This update brings two new campaigns set in Burma in 1942, and a number of improvements and fixes. As always, please report bugs and/or crashes on the Steam discussion forums or on the Discord. Full changelog follows:
1.1.7 Changelog
ADD: "Jungle Rats", "Up The Irrawaddy" campaigns (Burma 1942) ADD: Special random scenario event for UK forces in Southeast Asia: 25-pdr reinforcement unit arrives ADD: Southeast Asian region with unique seasons, swamp zones more likely during rainy season ADD: 'Fighting Qualities' campaign skill ADD: USA Winter unit portraits by chri ADD: Animation for demolition charge close combat attack ADD: 'Nikuhaku' suicide anti-tank teams w/demo charges on poles - critical hit means that the explosive was dropped into an open hatch or open top, automatically KIA for all crew - unit likely destroyed whether attack succeeds or not ADD: Captured Stuart I in Japanese service ADD: T-26 M33 (ROC), Bren Gun Carrier (ROC), Henschel 33 Truck (ROC), 2.5 Ton Truck (ROC), Jeep (ROC), 7.5cm leIG 18 (ROC), Oerlikon 20mm AA Gun, 7.5cm Krupp M08 (ROC) ADD: On Campaign Day map, if no zone is under the mouse cursor, Zone Info console will display info on any zone currently selected for recon or travel ADD: Sound effects for various bail-out actions and events, unbog attempt ADD: Front Gunner, MG Gunner, etc. positions can now use the Pass Ammo command ADD: Wound Badge for German crewmen ADD: Crewmen may turn a knock-out hit into a penetrating hit if their Morale is high and the player vehicle has no penetrating hits yet ADD: Convoy Attack campaign map objective: mostly enemy trucks will be present, worth 4 VP each if destroyed ADD: Nightfall check once end of campaign day has occured, may end a scenario right away
CNG: Slight change to key commands for view mode on the Scenario layer CNG: When resupplying, small amounts (1-3 rounds) of non-APCR/APDS rare ammo will now be made available to the player CNG: Improved tractor portraits by cjprince CNG: Harrassing Fire random scenario event can now activate any enemy infantry or cavalry unit armed with small arms or a MG weapon as its main weapon CNG: In Shooting phase, targets now sorted by distance and direction from player CNG: Current season now displayed in weather info consoles CNG: Pinned, non-heroic units now much more likely to surrender if trying to withdraw CNG: Capture objectives have a higher VP reward, higher average resistance level, and will always trigger a battle CNG: Gun units spawned as reinforcements will always spawn with a tractor CNG: River crossing times reduced and normalized overall CNG: 40+ FP on a unit will now result in a 99.5% chance of unit destruction
FIX: Additional checks for Rear Driver position FIX: Destroyed passenger units now included in the campaign day tally of destroyed enemy units FIX: Crash when random friendly air support event results in a friendly fire attack on the player FIX: If player weapon breaks down after an attack, the RoF prompt is now no longer displayed FIX: Issue/crash with handling modified enemy nation odds FIX: Patrol day mission description being too long FIX: Player squad will now also have their guns and flamethrowers reloaded when player is resupplied FIX: Was possible to reveal/conceal oneself from units in the 4th hex ring on the Scenario map FIX: Player squad members can no longer become Heroic FIX: Minor update to BA-64B definition FIX: Bug where Withdraw chance could end up being less than 0%