Minor hotfix to address a few typos and minor bugs in the game
Update 1.2.28
1.2.28 Changelog
ADD: Operation Jubilee one-day campaign ADD: Unit definition for Churchill II Special, new definition for Churchill III (was previously included in IV) ADD: Campaigns may include a epilogue_text tag, which will be displayed at the end of a campaign, before the final campaign report ADD: Campaign weeks may include a new_region stat, which changes the region of the campaign from that week onward ADD: Campaign weeks may include a mission_days dictionary, which will always select the given campaign day mission for the given date ADD: Campaign weeks may include a early_day_end dictionary, which will set the time that the given combat days end ADD: Amphibious Assault day mission ADD: Beach zone type, deep sand terrain type ADD: Gun Tractor movement sounds
CNG: Reorganized Mods menu, added a 'Check Unit Definitions' tool
FIX: AP hits on the rear turret of units tagged as Open Turret Rear now correctly count as hitting an unarmoured location FIX: Towed units now properly set as moving when towed (Thanks PowderTrail!) FIX: Crusader I now has a TMG and an Assistant Driver to operate it rather than a BMG (Thanks PowderTrail!) FIX: Incorrect button assignment for Recon action in controller mode
Update 1.2.27
ADD: Now possible to knock out an open-topped or open rear turret armoured vehicle target with a partial HE hit; effect on player unit is unchanged ADD: Total number of enemies destroyed across the campaign is now saved in the campaign record and included in the final campaign log ADD: Campaigns can now include a nation_class_mods dictionary, which modifies the base chance of encountering an enemy unit class based on its nationality; this can reflect different nations having more types of units in their deployed forces
CNG: HD saves are now calculated as part of the to-hit/to-effect process, meaning that AI units will make better choices about attacking HD targets CNG: Adjusted controller stick deadzone slightly CNG: Reorganized content of Radio Comms console slightly CNG: Units spawning into a battle where their side attacked will always start out moving; increased odds of defending units having HD upon spawn CNG: 'Hold the Line' day mission objective zones and player starting point moved further down the Campaign Day map
FIX: LoS now required for small arms attacks from player crew, harrassing fire on player during bailout FIX: Minor corrections to unit defs (Thanks 13th Bee!)
Update 1.2.26
1.2.26 Changelog
ADD: Campaigns can include a 'final_evacuation' tag, which means that all vehicles were left on the battlefield at the end, and the player won't be able to keep theirs if they continue into a subsequent campaign ADD: Additional colour highlights for Unit Info console ADD: Campaign options are now saved in a JSON file in the user directory, and loaded as defaults when starting a new campaign ADD: New sound effects for opening and closing a hatch ADD: AI units will better handle assessing attacks that require a hull pivot due to the turret otherwise being blocked
CNG: Decreased base chance for units passing a Morale check CNG: Decreased AI chance of using AP or HEAT against non-vehicle targets
FIX: Replaced movement sounds with voices in background
NOTE: Alt codes on international keyboards can't be supported for text input, please use the on-screen character input for these instead
1.2.25 Hotfix
ADD: Display of sunrise and sunset times in the left and right of the time bar FIX: Belgian decorations were not named in such a way that the correct ribbon would be displayed FIX: Units with turrets were being spawned with no turret direction set
Update 1.2.25
1.2.25 Changelog
ADD: Additional information and highlighting in Bailout layer ADD: If the player is attacked in a friendly-controlled or neutral zone, there is a chance of an enemy air and/or artillery attack. Air attacks are less likely if the player has a high amount of air support. Artillery attacks are more likely the stronger the surrounding enemy strength is. ADD: If the player successfully defends a friendly-controlled zone, they receive 1/3 of the normal VP value of that zone, rounded up ADD: Additional information to skill definitions regarding limitations on use ADD: Enemy artillery near-misses or direct hits on the player have a chance of causing crewmen to become Shaken ADD: Player crewmen have a chance to button up (or hunker down if always CE) before an enemy air or artillery attack, chance is based on their Perception stat ADD: Music during player bailout procedure ADD: Mods may now provide .ogg tracks to be played in the background of the campaign day and scenario layers. Files should be located in cd_music and scen_music folders
CNG: Increased base difficulty for crewmen to recover from Shaken, Stunned, and Unconscious statuses CNG: Critical hits with MGs now only add an AP bonus of half the base AP score CNG: Target size to-hit modifiers now halved at close range for both point fire and area fire CNG: Penetrating hits from MG weapons now much less likely to knock out the player CNG: AI units now much less likely to withdraw from battle CNG: When player is attacked in own zone, enemy units are now spawned facing the player and already moving CNG: Player and squad will always start moving when fighting in an enemy-controlled or neutral zone
FIX: Added an additional check to avoid fixed-turret vehicles ending up with their turret rotated somehow FIX: Updated the description for the Nikuhaku Team unit FIX: Starting and stopping the main menu music should be handled better now FIX: Lightning effect should no longer appear outside the main display area and not later be erased FIX: Artillery near-hits were also applying a direct hit on vehicles
Update 1.2.24
CNG: Increased effect and VP modifier of Realistic Injuries campaign option CNG: AI units will now focus on the biggest threats, should improve behaviour when facing 5+ enemies CNG: AI gun units will now be more likely to dig in if possible
FIX: Minor fixes to how turretless vehicles are handled FIX: Positions with a grouped hatch were not having their visible hexes updated correctly FIX: Window resizing now properly disabled when toggling ultra widescreen mode FIX: Gun tractors should now move properly with towed units FIX: Renaming of American ranks above Sergeant
Update 1.2.23 Hotfix
Update to fix the end of day screen appearing twice when a campaign day ends during a scenario.
Update 1.2.23
1.2.23 Changelog
ADD: Small chance of an unarmoured locomotive being spawned with a Light Artillery Car ADD: Chance of an Infantry Train Car being spawned with a Light Artillery Car, transports one squad of Riflemen ADD: Attack animation and sound effects for Molotovs attack ADD: Left or Right trigger on game controller can also be used to initiate player attacks
CNG: A number of improvements to how the Crew Action and Shooting phase inputs are handled, including highlighting the weapon operated by the currently selected crewman (Thanks Vanagandr!) CNG: Better calculation and display of to-hit odds when target is HD (Thanks Vanagandr!) CNG: Minor change to the Acknowledgements screen
FIX: After a scenario finishes, game will check for player withdrawal before apply special outcome for Fighting Withdrawl day missions FIX: If Player Commander returns from field hospital and is assigned a new vehicle, surviving crew can now be assigned to the new vehicle before new crewmen are spawned to fill any empty positions
Update 1.2.22
This update adds some wonderful new portraits for infantry and cavalry units by cjprince, but if you prefer the classic ones, you can select this in the Options menu. Also new is a set of modding tools by Vanadandr. Also a number of improvements and fixes! As always, please report bugs or crashes on the Steam discussion board or on the Discord.
1.2.22 Changelog
ADD: Set of modding tools to examine how units and portraits are used in different mods (thanks Vanagandr!) ADD: New nation-specific infantry and cavalry unit portraits by cjprince; use of these portraits can be disabled in the game options ADD: Full functionality for View Mode when using gamepad input ADD: Rear MG (RMG) definition for units, this is for fixed, rear-facing MGs (thanks Vanagandr!)
CNG: Rain to-hit or to-effect penalty not longer applied if Fog is also in effect CNG: Purple Hearts and Wound Badges now only awarded for injuries that send the crewman to the field hospital (otherwise it was just a scratch!)
FIX: T-35 definitions improved (thanks Vanagandr!) FIX: Display of large numbers of awarded decorations will no longer overflow the screen FIX: Air and artillery attacks that occurred during a scenario will no longer try and target units outside of the visible scenario map FIX: Minor fixes to improve legibility of text on Steam Deck, improving tutorial slide text, replacing keyboard control prompts in controller mode FIX: Friendly rescue units will no longer withdraw from the battlefield