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

Lock 'n Load Tactical Digital

19 May 22 Early Access Build

- AI updates, including some guidance on using Smoke and support for multiple areas of focus in a scenario.
- Scenario Editor: added unit attribute Desperation.

11 May 22 Early Access Build

- Unity updated to 2020.3.34f1.
- fixed another action button bug where they could overlap in certain circumstances.
- Scenario Editor: added unit attribute Unrestricted Group Carry, added SSR Doubly Motivated.
- On the Road to Sirte: fixed LOS being screwed up on the right-most panel.

25 Apr 22 Early Access Build

- fixed some new action button hotkey bugs.

18 Apr 22 Early Access Build

- changed action button hotkeys to not re-order themselves until you deselect the current units; actions that are no longer allowed by a previous action become blank on the rows (should help prevent accidents with rotating once, then mistakenly turning in the other direction, etc.)
- fixed a bug where the AI could take a very long time to determine that it could not use a shaken vehicle to do an overrun attack.
- turned off some debug log info that was accidentally left on and probably slowing things a bit.
- Scenario Editor: fixed combined victory conditions "VP needed" and "control hexes" to both display properly in the victory conditions window if both are used.

05 Apr 22 Early Access Build

- added 'Autopurchase' button to the purchase screen (single scenarios & campaign starts only).
- fixed a crash with opfire checking vs. LVTs w/passengers.

29 Mar 22 Early Access Build

- fixed a bug with the 'start towed' unit attribute.
- fixed a couple of typos in the tutorials.

28 Mar 22 Early Access Build

- fixed AI opfiring into hexes that are out of visual range (due to night, etc).
- fixed AI getting stuck when it tried to fire an ATGM vs. ineligible infantry targets (in the open).
- Scenario Editor: added 'start towed' unit attribute.

24 Mar 22 Early Access Build

- fix for the recent Leaders deselecting themselves when a stack fires bug.
- fixed a bug with damage check math sometimes not working when the die modifiers canceled out to 0.
- fixed targeting mode action buttons migrating out of the window on the second prompt in a sequence.
- Scenario Editor: added new special-use victory conditions 'VP needed (no text in condition window)' and 'VP for more hexes in category' which is not a condition itself, but a way to award VP checked by another condition.
- Scenario Editor: added setup restriction '> 2 hexes from Enemy'.
- Scenario Editor: added SSR Danger Close (no airstrike targets within 2 hexes of friendly units).
- Scenario Editor: added unit group attribute 'other UG delay arrival'.

17 Mar 22 Early Access Build

- added options for larger 3D dice (which tend to roll everywhere), and no dice; Options->Video now has a dropdown for the various dice styles.

16 Mar 22 Early Access Build

- correction to shaken move restrictions to match 5.1: LOS is checked for the hex moving out of, not the hex the unit is moving into.
- more fixes to HE-Equiv * units being mistakenly prompted for opfire or causing an loop when other weapons in their stack fired.
- added a background box behind the action buttons to save user from misclicking hexes behind the buttons.
- if there more than 10 action buttons (happens occasionally on vehicles), the extra now are up in a second row.
- 'submit unit setup' is removed partially due to needing the F key for opfire (see below) and partially because it isn't very useful for the newer scenario format.
- new game option: manual opfire. Sort of an experiment from a suggestion on the Steam discussion forum. This option is set with a checkbox on the scenario setup (beneath fog of war). A keybind can be set on the rebinding-menu. If opfire is set to "manual" the game will NOT stop for opfire unless you tell it to by hitting the Op Fire button (or hotkey) in the control button box; it will then stop at the next actual opportunity. This has been implemented for multiplayer but it is unclear if it is actually useable; the internet delay may be maddening (causing the request coming in a hex or two late).