ADD: Player can now spend a Fate Point to avoid the effects of a successful enemy air attack on their vehicle ADD: Chance to keep player vehicle after a Penetrating Hit; increased chance with higher Player Commander levels
CNG: Display of Stores and Ready Rack ammo in Ammo Loading menu now uses rows of 10, to match the add/remove 10 command
FIX: Display error in the Crew Assignment menu when 6 crewmen were unassigned FIX: Minor damage no longer has the chance to cause spalling injuries FIX: Friendly fire air attacks on player can now occur even if enemy has no air support
Update 1.2.54
CNG: New system for awarding decorations, still based on average VP score or highest one-day score but should be more generous especially at the end of a campaign FIX: A rather serious issue where a few messages appearing at the end of the campaign were not visible on the screen, and would appear to freeze the game if the "Must Dismiss Messages" option were enabled
Update 1.2.53 Hotfix
ADD: Additional check for loading corrupted or incorrect .xp files, will give an error but not crash if one is encountered FIX: Minor typo in bailout minigame
Update 1.2.53
ADD: Free demo version of the game ADD: Welcome message shown first time game is started, slightly different message for demo version ADD: Display of relevant crewman skills that provide bonuses during bailout (Gymnast, and Spray and Pray)
FIX: If a player unit takes a penetrating hit and the player later bails out, the outcome of the day will now correctly reflect this FIX: Slight change to layout of tutorial slides so that longer ones are now displayed properly FIX: Spray and Pray skill now correctly improves chance of doing effective covering fire during bailout FIX: Partial HE hits now properly have no AP chance
Update 1.2.52 Hotfix 2
A couple minor fixes:
FIX: Crewman killed by defensive fire on an overrun attack can no longer operate weapons FIX: Another check to avoid a crash when a modded unit weapon doesn't have the correct info
1.2.52 Hotfix
Just a small fix to avoid a very rare crash when generating rare ammo amounts for modded vehicles that have incorrect gun definitions.
Update 1.2.52
ADD: Game option to force keyboard input, if enabled then the game will not activate controller input even if one is detected
CNG: Crewman skills are now more clearly flagged if the crewman is missing 1+ requirements to add it CNG: Crewman can now add skills that they cannot use in their current position CNG: For HE attacks, critical effect chance is now 1/10 of the chance to fully affect the target or 3%, whichever is lower, minimum of 0.5% CNG: AI units with no LoS to any enemy units will no longer factor in current TEM when scoring a possible reposition action
FIX: Compatibility checks for configuation file entries were not being handled quite properly (it worked, but not as intended!)
Update 1.2.51
1.2.51 Changelog
ADD: Radio Operators can now use the Pass Ammo command ADD: Driver/Gunner position, currently only used in the Char B-1 Bis
CNG: Revisions to the Char B-1 Bis (and similar revisions to the German Flammpanzer B2 F): Now fitted with a Radio; crew positions are now Commander/Gunner, Driver/Gunner, Loader, and Radio Operator; the latter two positions share access to one large hatch CNG: Churchill III and IV now have limited APCR ammo April 1943 - June 1944, and Churchill III now has limited APDS ammo from June 1944 CNG: Tiger variants (including the T-VI) no longer have APCR ammo from January 1944, as Tungsten was too scarce by that time CNG: Rare ammo available at start of day will now be at least half of the maximum possibly available (i.e. if max is 10, rather than roll 1-10 the game will roll 5-10) CNG: Ballistic attacks (eg. rocket launchers and mortars) are now much less likely to score a critical hit (i.e. a direct hit on the target)
FIX: M18 Hellcat now has the correct Small unit size classification FIX: Bug where a custom (alternate history) campaign starting in 1913 would have not appeared in the list of campaigns FIX: Bug where maximum amounts of rare ammo were not being set properly if there were 2+ dates defined
Update 1.2.50 Hotfix
FIX: Incorrect loader data for main gun on Marder II
Update 1.2.50
ADD: New campaign option "ACs and TDs Only": Only Armoured Cars and Tank Destroyers will be available as vehicle options for the player. If a campaign has no such vehicle options, then the player will have access to the normal full vehicle list. ADD: Co-Loader position, used in 8.8cm FlaK 18 Sfl., Jagdtiger, Sturmtiger, etc.; both Loader and Co-Loader can provide a RoF bonus if they are reloading; this change will not apply to already spawned vehicles in an ongoing campaign
CNG: D-Pad up/down input will now repeat when scrolling through lists CNG: AI units will now be much more likely to reposition when they have no LoS to any enemy targets CNG: If player ends bail-out early, all crewman actions will be set to display as None for clarity
FIX: Incorrect button display for controller inputs in Shooting Phase FIX: Weapons should now no longer select a friendly unit as the first possible target unless it's firing Smoke, or if there are no enemy targets in the covered firing area FIX: Minor changes to some German open-topped tank destroyers, changing positions and adding forward-facing AAMGs (thanks PowderTrail!) FIX: In bailout sequence, crew that are in Open Topped positions will no longer be labelled as No Hatch FIX: Player vehicles that had two Loaders in the same location made crew moving positions during the bailout sequence not work properly