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

Lock 'n Load Tactical Digital

12 May 23 Early Access Build

- fixed a bug where the AI was not considering what terrain vehicles are allowed in when reinforcing vehicles carrying passengers select their arrival hex (it said, oh these infantry guys can go in that crater/rough/etc so go ahead and consider that hex); mainly affected the scenario Spitting in the Wind where they would all jam up in the lower left.
- multiplayer: fixed a possible crash in movement if it got out of sync before it is corrected.
- Scenario Editor: added SSR Rooftops Clear for Control.
- Scenario Editor: added unit attributes Set Up Unloaded and Setup Restrictions: One Vehicle per hex, and 1 MMC in Vehicle Hex, and Max 3 MMC/2 Squads per hex.
- Scenario Editor: added victory condition No G.O. Non-Helo Enemy in Zone.

05 May 23 Early Access Build

- fixed a bug in Valor of the 13th where generated heroes could show up with missing counter art.
- multiplayer: fixed some sychronization bugs with dust and bog-down rolls in movement.

28 Apr 23 Early Access Build

- fixed Hit & Run markers to properly be removed in the Admin Phase.
- fixed missing -2 penalty for firing when using Hit & Run movement.
- Bold Swallow II: fixed French AI not properly coming onto the board on Turn 1.
- En Route to Abbeville: fixed a bug with the frightening tanks where it could accidentally trigger with no targets, getting the game stuck.
- Lam Son 719: told ARVN AI about killing enemy units that can see the road.
- multiplayer: fixed a bug where the battle generator could create a map with different panels for each player if one player had more scenario packs than the other in a particular module.

19 Apr 23 Early Access Build

- fixed bug where a unit opfiring at an arriving stack on their first hex could cause the unit action buttons to be incorrect when control passed back to the arriving stack.
- fixed a bug where the move path preview would show the wrong cost for moving uphill into a hex with a cave in it.
- fixed ATGM teams to count as a half squad for passenger purposes.
- added the skill given to generated heroes to the message log.

11 Apr 23 Early Access Build

- Unity upgraded to 2020.3.47f1; may fix the crash-on-exit bug.

10 Apr 23 Early Access Build

- multiplayer: fixed a bug where if both sides had an airstrike at the same time, the game would get stuck in a loop.

06 Apr 23 Early Access Build

- fixed a bug where the AI could try to call artillery with an offboard unit in certain situations, and then pass when that was not allowed.
- multiplayer: fixed a bug where some optional game settings were not being correctly copied to the other computer, which was bad for synchronization.
- The Steel Wall: fixed the side advantage settings being reversed.

30 Mar 23 Early Access Build

- the Spotted counter is now shown as a hover icon instead of Fired when hovering over a stack of enemy unspotted counters.
- added a hotkey to toggle the scenario briefing window on and off (default F9).
- fixed turret counter graphic defaulting to a German turret on some vehicles with multiple base counters (R35/S35/etc).
- fixed victory points being received for reducing squads to half-squads in scenarios where the VP are only for full elimination (example: Sabot Up!).
- Yamasaki's Last Charge: fixed the casualty determinations to count units eliminated in non-DFT-result ways (should have been different than the Tsunami scenario).

28 Mar 23 Early Access Build

- Holding the Shoulder: fixed a potential crash if the German wrecks are not placed on the map.
- The Alamo: fixed the Somali setup (heavily restricted by SSR) nearly always failing.

27 Mar 23 Early Access Build

- fixed Stealth movement allowing units to fire when Assault Move was not selected.
- fixed Hit & Run movement not being selectable if the unit was carrying a Support Weapon.
- fixed Low Crawl button hanging around for numerous occasions when it was not usable.
- fixed Reverse Move button hanging around after (non-AM) firing vehicle weapons.
- fixed Assault Move/Move/Hull Down buttons hanging around after firing vehicle weapons.
- fixed a bug where moving a unit with the Tank Killer skill into a Close Assault could both erroneously require a morale roll and corrupt further morale rolls afterwards.
- fixed a loop when opfire is triggered by a rotating unit inside a bunker on the non-open facing and a vehicle with MGs takes the opfire shot.
- fixed gold rings not appearing for scenarios with inconsistent capitalization in their filename vs. title.
- Monsoon Madness: fixed the ANZAC mortar having a missing counter.
- Mon Cheri Armor (I): fixed victory conditions not working for Italians.