We're excited to announce the release of a new update. This update brings you a new scenario, along with improvements to the AI. We've also made updates to various maps and scenarios.
"Patton's Drive to Prum" scenario
DC:AO 1.07.01 Official Changelog:
- New February '45 Scenario added “Patton’s Drive To Prum” - Fix png BIG icons for 13th and 19th US Corps - Map update for Wacht, Plan, Werbomont, St.Vith: added locations: Amel, Mirfeld, Medell, Hunningen, Emmels, Breitfeld, Petit-Thier, fix position Ville.duBois - Fix 277.VG Division 989.VG Regiment (wrong 289.) - Updated American Officers library (added Gen. Blakeley and Rooks) - Updated German Officers Library (added Gen. Kühn and Botsch) - AI attacks a bit more prudently - AI sees more interest on picking on (really) low morale enemy units - AI better sees the value of its really strong equipment as for example Tiger Tanks - AI made quite some reduction in its tendency to do excessive shuffling (but still some work remaining) - AI tries to not overdoing the number of units joining in an attack and just freeing other units up for other tasks - AI is more aware of the possibility to get cut-off and we should see less AI units putting their head to far down a noose - Started work on a very big AI improvement (very promising results), but this is really complicated stuff and will take (at least) the remainder of the year 2024 to finish and roll out. - Scenarios VP count in Victory Message upon actual Victory are fixed (but does require new scenario start with v1.07) - Improved the VP bar mouse-over for Draw games - Fixed a glitch where during the AI turn several human-controlled Units were put to March Mode - Added some fallback code for a graphics rendering bug with the Prefs Tab in very low resolutions - Fixed Combat Setup Window to include ranged units up to 32 hexes away (instead of 16) - Added extra safety code around the Combat Setup Window to avoid crashes with the combat odds calculations in clicking to fast. I think this should do the trick, it was hard to replicate. - Fixed bad combat odds preview for werfer - Some smaller scenario fixes
"St Vith Map Update"
Decisive Campaigns: Ardennes Offensive major update out now
A new Decisive Campaigns: Ardennes Offensive update (v. 1.06.00) has been released.
It comes with a lot of small fixes and quality of life improvements, but its main highlights are:
New content: brand new November 1944 Puffendorf scenario
AI improvenments
Here's the full changelist for DC:AO 1.06.00:
v1.06.00 – 13th July 2023
Added an exciting November 1944 Puffendorf scenario!
Updated US officers library to v24.
Fixed cards for US General Grow
Minor fixes on the campaign scenarios:
Revised Strategic bases
Fixed 33rd and 34th British Armored Brigade deployment
Updated Weather Library version to v11. (not yet used in any scenario, but now available for future usage) You can now enableFullTemperatureSpread which enables the new algorithm to determine random temperatures. This new algorithm will pick semi-correct values for all months of the year, also summer. Also added TemperatureOffset and RainOffset that allow you to offset the random temperature values and random weather changes.
Fixed a big issue that had the human player sharing AI movement bonuses.
Added line drawing support to the Map Editor
Improved the AI (combat odds calculation in general much improved => less “suicidal” attacks, better artillery usage (less shuffling around, more fire-ing), better night combat odds calculation, bit more focus on actually occupying VPs)
A new Decisive Campaigns Ardennes Offensive update (v. 1.02.00) has been released.
It comes with a lot of small fixes and quality of life improvements, but it's main highlight is the introduction of a brand new campaign scenario: Plan Martin.
"Plan Martin " is von Rundsted's proposed plan for the Ardennes Offensive, with a wider frontline and the participation of the German 15.Army in the main attack:
Phase I : Encirclement of Aachen with 15.Army from the north and 6.Pz.Army from the south and reach the Meuse line with 5.PzArmy and 7.Army. Phase II : Advance to Antwerp from Namur (7.Army), Liege (5.PzArmy) Aachen (6.PzArmy). Phase III : to Antwerp !
The scenario is a historical "what if?" because all the units deployed are historically available to both players. Three more High Level HQ were added to the OOB, General von Zangen German 15.Army, General Simpson US 9th Army and General Dempsey British 2nd Army.
The huge Campaign map is 155 x 156 hexes/km , 40 more hexes north than the Wacht am Rhein map.
Change History v1.02.00:
Changed the IF/SET Logic processing and you can now pass strings in “” to exe or chk functions like exe(237,”VR Basic Lib”,”VictoryLastRound”,30)
Made some improvement to AI artillery usage (less moving around! More firing!)
Made some improvement to AI covering important hexes in some cases
firing on enemy individuals that have broken through or are in direct combat for the hex. Artillery (and other such troops) now more vulnerable to assaults by combat troops.
Finetuned attack accidents to only happen now when making a KILL (no longer on scoring a RETREAT).
Furthermore attack accidents & mechanical breakdowns during combat no longer will happen during ranged fire
Improved supply deliveries in all scenarios (about +20%)
Fixed crash with Cards Tab
Editor addition: Added two optional combat modifiers (as well as reconSkill option) to the People data structure (accessible in historical editor). Note that A reconSkill >0 is only advised for trained specialist reconnaissance troops. If >0 it means the troops when ambushed will automatically fight in PROBE attack mode (reducing their casualties). Furthermore any recon points will be multiplied by the reconSkill. So for scouts a reasonable value to set reconSkill to is maybe 2 or 3
Improved DPI scaling speed and quality a lot (Prefs Tab)
Defensive Intercept Fire now added to Firelist so you can locate it (or not) after battle
Rule revision: Vigor recuperation: Note that Intercept Fire (even defensive) does not count as an attack now
PBEM games on Steam version now save in the same cloud-linked directory
Some small AI improvements for tactical movements
ZOC can now longer capture Supply Source (you need to actually move a unit in now)
Paradrop cards can no longer target enemy within 8 hexes (or more in large scenarios) of enemy Supply Sources (it is too gamey to do this!)
Decisive Campaigns: Ardennes Offensive - out on Steam
Decisive Campaigns: Ardennes Offensive, the fourth wargame in the Decisive Campaigns series, is now available on Steam
Decisive Campaigns: Ardennes Offensive is a real, classic hex-and-counter wargame at its core. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.
The game comes with a huge, full campaign scenario lasting over 16 days and several smaller scenarios focusing on several days of combat on specific parts of the front (like St. Vith and Bastogne). You will be able to play the whole Ardennes campaign on a 1km/hex map with battalion-sized Units at your command.
For this special occasion the game will be released with a 15% discount