BUGS - Colmar Pocket - c17: Issue with Patterson or Morris returning from the dead (but not as zombies) fixed with a bit of deft coding. (Allen) - Colmar Pocket - c17: Fixed issue with tank leader not arriving as reinforcement. (Allen) - Siegfried Line - c18: Fixed a shocking/reveal bark and choicebox interaction. (Allen)
Full 1.0.48
Features - Performance improvements (Luke) -general across board moderate improvements. - Montelimar - map updates (Henk) - Continuing effort to shrink photographs size on disk (Steve and historical media team) - while preserving quality
Bugs - Montelimar - c14: Fixed blank IF screen issue on turn 5. (Allen) - Colmar Pocket - c16_5 and c17: Updated image rollover text for Marie. (Allen) crash: missing interscenario bkgd image for 3n scenarios (Luke)
Features - AI Visual Performance improvement (Kai, Luke) - hidden AI units now move super fast (like speeding bullets ;-) ) to speed up AI turn for you :-) - Siegfried Line (c18) map and scen updates (Henk) - AI vehicular facing edge case (Luke) -- AI vehicles moving parallel to enemy side would reverse direction. They though for boring math reasons they were getting further from enemy. - San Fratello c9 and Anzio Advance c12: Added Undaunted reminders via message_box. (Allen)
SR1.0.46
Features - QOL: Visual Performance improvements: - GENERAL SPEEDUP OF UNIT MOVES (Luke) since they move further. Less time devoted to. - Move speed for AI units sped up even more (Luke) -so you wait less time for the enemy to do his dumb moves so you can get back to your brilliant ones :-) -Artillery Explosions speedup (Luke) - makes longer barrages not be as tiresome ;-)
Bugs - Vehicle leader portrait less laggy when in vehicle and moving on map (Luke)- really happy to get this little SOB (mostly). So amateur hour. - write_txtfile failure: FileNotFoundError(2, 'No such file or directory') (Luke) -log files could not be written due to my operator error in 1.0.45.
Full 1.0.45
Features - AI PERFORMANCE IMPROVEMENTS! (Luke) - AI planning taking 3 times less time now in tests for AI intensive (many units) Montelimar scenario. Doesn’t make those scenarios ‘zip’ but feels sane now ;-) Will be interested to hear if folks feel any difference in the slower scenarios (La Londe is another that tends to be slow).
Bugs - crash: 'NoneType' object has no attribute 'get_special_action_state' (Luke) - crash: NoneType' object is not iterable (Luke) -sentry - crash: 'NoneType' object has no attribute 'WorldObjI' (Luke) - sentry - Late war scenario - c20: Code fragments appearing as text. Fixed. (Allen) - Rome - c13_75: Issue of Wednesdays being Thursdays is fixed in text. (Allen) - Anzio part 1 - c13_1: Issue with non-disappearing hex_arrow is fixed. (Allen) - Epilogue: Mislabeled rollovers for Caution/Compassion have been fixed. (Allen) - Release 1.0.44 got skipped somehow (bug LOL) so going from 1.0.43->45
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Full 1.0.43
Infrastructure This is a subtle infrastructure change around pointers for save games. Good long term fix that we can only test so much but inherently dangerous. Please let us know immediately if you see any save game anomalies in terms of units being placed strangely vs your memory, crashing on load etc. Only change from 1.0.42 to be able to control retreating from.
Remembering the fallen on Memorial Day
A 3rd Infantry Division captain found by random walk today. Then looked him up and learned he died at Anzio.