ADD: Unit definition for Panzer KV-1A 753 ADD: Hero of the Soviet Union decoration ADD: Campaign weeks can include a "day_end_text" dictionary with end-of-day reports for specific combat days
CNG: Drive Into Terrain command can now be used to attempt to unbog a vehicle, and won't be disabled if the vehicle is bogged
FIX: All Panzer IV models now correctly have a commander's cupola
Update 1.2.29 Hotfix
Just some minor fixes for issues reported on the Discord
Update 1.2.29
ADD: Mods may now include custom region and/or nation definitions, stored in nation_defs.json and region_defs.json in the mod's root folder ADD: Mods may now include custom flag and/or decoration ribbon xp images as part of their custom nation definitions, these should be stored in the mod's root folder
CNG: Region definitions now stored as JSON data in region_defs.json
FIX: Bail-out actions involving unconscious crewmen are now more clear, and won't disrupt the action list if there are 2+ unconscious crewman in the same position as the crewman trying to act upon them FIX: When Player Commander spent time in the Field Hospital, the days remaining for other crewmen were not being updated properly FIX: Console background colour now properly reset when viewing campaign records FIX: Updated Crusader I CS unit definition to match fix for Crusader I
1.2.28 Hotfix
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