Lock 'n Load Tactical Digital cover
Lock 'n Load Tactical Digital screenshot
Genre: Simulator, Strategy, Tactical, Indie

Lock 'n Load Tactical Digital

14 Mar 22 Early Access Build

- fixed another bug with the "*" he-equiv units being (a) sometimes actual HE-equiv units behaving like * units and (b) getting opfire stuck in a loop.
- fixed cave collapse attacks sometimes thinking the attempt was through Blocked LOS.
- Red Backer One: fixed Soviet AI to know it needs to attack.

13 Mar 22 Early Access Build

- hotfix to try to fix broken window positioning for people in lands that use commas in floating point numbers; everyone's windows are back to default positions as a side-effect.

10 Mar 22 Early Access Build

- Unity updated to 2020.3.30f1.
- fixed a bug with trying to opfire with "*" he-equiv units against inappropriate targets getting stuck.
- added some code to break out of any AI fire loops (thinking it can fire, trying, failing, then repeat).
- fixed missing back of M3 GMC and M5A1 counters in Pacific.
- Urban Hide & Seek: fixed UK AI to not sometimes think it didn't need to attack.

09 Mar 22 Early Access Build

- fixed LOS being asymmetrically blocked on straight hexline that crosses the end tip of hexside terrain
- forced tooltip scale to a minimum scaling of 0.5 if it somehow gets set to 0 from a bad config file
- Map 24O: corrected hex G3 to be a normal (non-tree-lined) Road.
- Bold Swallow II: corrected the Soviet PKM counter to be the tripod version.
- Gateway to the Caucasus: fixed the roadblocks in setup from breaking & halting the scenario if the player didn't own Heroes Against Villainy.

08 Mar 22 Early Access Build

- fixed Bren Carriers' second MG to only fire in the front arc of the vehicle.
- fixed a bug where the AI could try to select too many units when retreating a shaken unit and get stuck in a long delay until it figured it out.
- fixed LOS mistakenly being allowed between adjacent lower/upper floor of the same building.
- fixed the 'Between Buildings' combat modifier (was only applying on perfectly straight hexline LOSes due to rules misunderstanding).
- fixed LOS being affected when running on a straight hexline adjacent to non-smoke counters (FFE, etc).
- fixed Shaken Leaders applying their unshaken Leadership value in melee.

07 Mar 22 Early Access Build

- added support for a second monitor for the in-game UI windows; there is an option to disable this on Options->Video (check this if you prefer to have the second monitor remain as a windows desktop).
- added a button to the upper right of all in-game UI windows to set per-window scaling, monitor (if enabled), and reset to default.
- the popup help/counter tooltip info does not have a button (since there is no way to click on it); scaling for that one is on Options->Interface (as "tooltip").
- fixed a bug where if multiple popup message windows were (somehow) opened, after closing the first, the game no longer accepted input.
- fixed ordnance attacks w/HE-Equiv value of "*" from being able to attack soft targets.
- fixed the ordnance attack prediction/results windows to have the terrain/vehicles/etc split up like in the direct fire windows.
- fixed SW mortars/tromblons/thumpers to not require visual range for the firer and also fixed a bug with them not going over some obstacles properly.
- Map 3D: removed some incorrect walls copied over from Map 3.
- By Dawn's Early Light: modified by decree: Map 11 is flipped over and one more turn is added.
- Fire in the Streets: fixed the event hexes to only be triggered by the US.
- Game Over: fixed a bug where the AI could get confused when targeting the Colonel.
- Last Time into the Breech: corrected NATO M47 to be a US ATGM team instead of a Belgian tank.

28 Feb 22 Early Access Build

- added game option Reseed RNG on Reload, on Options->Rules
- added game option Larger Vic Hex Markers, on Options->Interface

25 Feb 22 Early Access Build

- fixed ATGM units from mistakenly prompting for opfire, particularly vehicles with an ATGM weapon in the second slot; was just annoying in single-player but could lead to desyncs in multi.
- Scenario Editor: added unit attribute Flanking Arrival.

24 Feb 22 Early Access Build

- fixed a bug introduced on Tuesday build that was sometimes halting vehicles from entering the map
- multiplayer: fixed a bug with the opfire range sometimes being one hex off on the remote computer, that was bad.

23 Feb 22 Early Access Build

- Scenario Editor: added victory condition No Good Order Enemy MMC in Zone.
- Scenario Editor: added unit attributes Rubbling Artillery, Smoke Bonus, Morale Override, and Shaken Morale Override.
- Multiplayer: some more diagnostic stuff.