Bugs - Crash: 'redundant store_pre_firefight_combat_vals requested' (luke) - subtle bug due to new multi-threading - Crash: ‘NoneType' object has no attribute 'show'’ (Luke) -during interscenario transition to next scenario. - Crash: ‘list index out of range’ (Luke) - during removal of unit from map. - La Londe- c14: Fixed issue with rollovers not displaying current VC state. (Allen) - Epilogue: Fixed issue with not being able to replay Cpt. Rodgers outcome. (Allen)
Full Release 1.0.57
Features - Quit button on main menu now fast (luke) - before was confusing in that it took a while and so users might keep clicking the quit button since feedback was poor. It is now very fast (and feedback is improved if for some reason goes slowly. See below too). - Quit Button in inter-scenario and tactical GUI now signal when Quit is underway (Luke) -before the play got no clear signal and could be left repeatedly clicking ‘quit.’
Bugs - Crash: object has no attribute 'start_creeping' (Luke)- When a unit was added late to Creep via dialog box a crash would occur. - Crash: object has no attribute 'special_action_aimed_fire_p'(Luke) - Volturno Crossing - c11: Illegal Zombie Officers removed from reference. (Allen) - Anzio scenarios c13_1-_3: Installed check for New Officers where missing. (Allen) - Two Tanks - Anzio scenario 13_3: Fixed issue with Thompson/Camara refusal. (Allen) - Vy-les_Lure - c15: Fixed issue with text overrun. (Allen) - Vosges - c16: Fixed issue with text overrun. (Allen)
#2 for Burden of Command
[p]The 15 Best Strategy Games of 2025 So Far[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33420403/d2d3d8098ae771fdf589dd96b77ad5af3d88734e.png"][/p]
SR1.0.56
Bugs Crash:After “fully_die_AuxIs there is still an aux” (Luke) - sentry. Extra fix needed.
Full 1.0.55
Sorry for multiple updates today. The threading is likely manifest subtl new bugs our small team of playtesters couldn't surface. Also trying to get these out before on vacation Saturday for a week :-()
Bugs - Crash:After “fully_die_AuxIs there is still an aux” (Luke) - sentry
SR1.0.54
Pushing a few more fixes out before this solo dev goes on vacation tomorrow ;-)
Bugs
Crash: “redundant plan” (Luke) - hidden for public till future debugging. Sentry
Crash: “None not iterable’ around ‘prior_LdrIs (Patrick, luke) -sentry
Crash: failed to remove from limited dead (Luke) - hidden for public till future debugging sentry
Full 1.0.52
Features
[p]Some further AI speedups when hidden movement (Luke)[/p]
[p]Image size reductions (historical media team)[/p]
Bugs
[p]Red Beach - c02: Fixed CTD for too many mandatory events. (Allen) [/p]
[p]La Londe - c14: Solved the riddle of non-expressing vc_level variables during the scene following the taking of the main objective. (Allen) - [/p]
- Colmar Pocket - c17: Revised text about the busted bridges and bridge engineering units, and tanks. (Allen) - Crash “failed to remove… from .. limited_dead” (Luke) - frequent in 1.0.49 - Crash: in _err_chk_one_LdrI (Luke)
Short Dev Update
Some updates from Luke about the German market, Turn-Based Thursday, and our Three Nations DLC: