This update mostly focuses on Supplying Areas. I reworked it so that supply units (and rifle units carrying food) no longer traverse to the next unit they plan to supply and instead simply select a random unit in their assigned area to distribute supplies to without actually moving to that tile. I believe this makes it easier to keep units supplied since you can see at a glance which areas are covered.
To this end I've added an extra button the top right which shows supply coverage by supply type. I'm hoping this allows players to better optimize supply coverage and keep track of supply levels better.
Bugfixes/Changes:
Supply Area order has been reworked to allow players more control over manual supply orders. Units no longer traverse to units they are supplying but instead passively resupply units in their assigned area.
There is a new info button in the top-right that highlights supplied areas by supply type.
Units manually ordered to supply areas no longer refresh Supply Area orders with random supply types if the division runs out of the original supply type. Players will now be informed that the unit has stopped supplying an area.
New Localization keys:
TOOLTIP_SUPPLY_AREA_INFO
LOG_TYPE_TILE_FULLY_SUPPLIED ( Updated )
LOG_TYPE_TILE_OUT_OF_SUPPLIES
EVENT_LOG_FULLY_SUPPLIED
EVENT_LOG_OUT_OF_SUPPLIES
Thanks for playing!
Update - June 5
Hi all,
This update focuses mostly on bridges and pathfinding. There were still some outstanding situations in which the pathfinding would lock up for a long time when attempting to find paths over bridges on the Eastern and Meuse-Argonne maps. I believe I've managed to track them down and eliminate them now. I also tweaked charges and raids in order to avoid situations in which units would run alongside bridges and pontoons rather than on them.
On the Eastern front, and on the Meuse-Argonne map as the Americans, you can now delegate the building of pontoons. The Germans on the Meuse-Argonne do not have this option, as they're on the defensive. Orders will only be scheduled if there is a river between the two front lines.
Other than that, I mostly tracked down bugs and added some more tooltips to the ground/tile popup window. If there's any part of the game that you feel requires some more tooltips, feel free to let me know in the Discussion forums.
Bugfixes/Changes:
Can now delegate build pontoon orders via the Task Delegation popup for your Operations officer in the Headquarters screen.
Charging/raids now use bridges even if they are incomplete. Previously issuing a normal order would use incomplete or broken bridges if no complete ones were available, but this did not extend to charges, which used the shortest path to the target.
Added tooltips to the ground/tile popup, including tooltips for fortress tiles.
Fixed bug with scheduled orders which caused scheduled units to sometimes get stuck Switching Tasks.
Fixed occasional crash when determining bridge crossing paths.
New Localization keys:
TOOLTIP_EFFECT_OPEN_GROUND
TOOLTIP_EFFECT_ON_FORTRESS
TOOLTIP_EFFECT_IN_FORTRESS
TOOLTIP_EFFECT_FORTRESS_ENTRANCE
TOOLTIP_DELEGATION_BUILD_PONTOONS
Thanks for playing!
Update - May 16
Hi all,
Once again I focused mostly on tightening up what already exists rather than adding anything new. I finally was able to get around to improving underground mines by making them more powerful than they were previously. Having a mine destroy only a single tile didn't seem worth the time and effort it took to actually set them, so I'm hoping this makes mines more viable. I also managed to fix the animations for both mines and star shells by ensuring the animation plays before moving on.
Other than that, I mostly mopped up some pathfinding lag on the Verdun map, and changed the way the enemy AI attempts to take fortresses. Previously the enemy units were rushing across the whole map to take the nearest available fortress, which was suicidal.
I also took the time to add some more tooltips and help text in the pause menu.
Bugfixes/Changes:
Fixed issue with being able to select Attack Unit command even on invisible tiles when fog of war is enabled.
Fixed long pathfinding delays when enemy AI attacks fortresses on the Verdun map.
AI now prioritizes trenches over fortresses on the Verdun map, instead of charging across long stretches of open ground to assault fortresses that are far from the enemy lines.
Fixed bug where units would get stuck underground if player switched from above ground to underground while units were exiting tunnels.
Fixed bug where rotating enemy units would sometimes get stuck and never return to the front lines.
Added tooltips to the task delegation popup dialog.
Fixed animations for star shells and detonated mines so that the animation plays out in full rather than quickly appearing and disappearing when the game timer is set to high speeds.
Mines now destroy a 13x13 area rather than a single tile. They also now properly destroy terrain and grass in addition to any constructed tiles and units.
Updated help text to include a bit more information about the Verdun and Isonzo fronts, as well as the task delegation popup in the Headquarters screen.
New Localization keys:
HELP_SUBTOPIC_TASK_DELEGATION
HELP_TEXT_TASK_DELEGATION_01
HELP_TEXT_TASK_DELEGATION_02
HELP_TOPIC_VERDUN
HELP_TOPIC_ISONZO_FRONT
HELP_SUBTOPIC_VERDUN_DISPOSITIONS
HELP_SUBTOPIC_ISONZO_KARST
HELP_TEXT_DISPOSITIONS_01
HELP_TEXT_DISPOSITIONS_02
HELP_TEXT_KARST_01
HELP_TEXT_KARST_02
TOOLTIP_DELEGATION_REPAIR
TOOLTIP_DELEGATION_FORTIFY
TOOLTIP_DELEGATION_TRENCH_RAID
TOOLTIP_DELEGATION_EXERCISES
TOOLTIP_DELEGATION_CUT_WIRE
TOOLTIP_DELEGATION_SET_WIRE
TOOLTIP_DELEGATION_REST
TOOLTIP_DELEGATION_MORALE
TOOLTIP_DELEGATION_NUMBERS
TOOLTIP_DELEGATION_SUPPLY_AREA
TOOLTIP_DELEGATION_FIELD_HOSPITAL
TOOLTIP_DELEGATION_FIND_WOUNDED
TOOLTIP_DELEGATION_FIELD_KITCHENS
TOOLTIP_DELEGATION_FIELD_SUPPLY_DUMP
TOOLTIP_DELEGATION_SORTIES
TOOLTIP_DELEGATION_ANTI_AIR
TOOLTIP_DELEGATION_ARTILLERY_SPOTTING
TOOLTIP_DELEGATION_ADD_CABLES
Thanks for playing!
Update - April 24
Hi all,
Sorry for the long delay between updates. I didn't have any new features to add this time, so I took the opportunity to bug hunt and deal with issues that I've known about for some time but hadn't gotten around to fixing yet.
The biggest and most time-consuming one was to track down and eliminate the long 10+ second pauses that would occasionally occur when the pathfinding broke down and had to brute force a path. Upon refactoring and restructuring some things under the hood, I think I've managed to get rid of the problem.
I also took the time to update the Unit Rotation tutorial to use the Order of Battle screen instead of the context menus. Using the context menu to withdraw units wasn't very intuitive, so I removed that ability without updating the corresponding tutorial. Apologies for any inconvenience.
Bugfixes/Changes:
Updated the unit rotation tutorial.
Updated pathfinding so long pauses in the game should no longer happen.
Fixed issue with units returned from raids continuing to fire forever.
Fixed bug with cancelling scheduled orders.
Tweaked formatting of pilot lists in Aerodrome screen.
Adjusted enemy offensives to focus more on the first line of defense rather than attacking everything indiscriminately.
Fixed crash with grenades upgrade caused due to a missing tooltip.
Fixed reserve unit names generated when starting a new game.
Thanks for playing!
Update - March 15
Hi all,
Not a huge amount of change this update. It's just a feature that was requested which ended up taking longer to implement than I expected, but it turned out fairly well in the end.
You can now set specific units to be automated in the Order of Battle screen. They will then be assigned tasks whether or not there are staff officers with the Delegate Tasks box checked in the Headquarters screen. These units are basically just treated as sort of a pool of units for any available tasks which are added on to whatever existing delegation you already have set up.
You can also select individual units and delegate them via the popup window if you choose to do so.
Thanks for playing!
Update - Feb 11
Hi all,
I've fixed up and tweaked the scheduled order feature. The conditions governing whether or not units would perform tasks were far too sensitive, resulting in inaction a lot of the time. I've also made things a but more flexible by allowing you to deselect units by type, instead of having to deselect them one at a time.
There are also a few quality of life updates, like being able to sort lists of pilots and commanders.
Bugfixes/Changes:
Can now sort list of pilots by their stats and current status.
Can now sort list of commanders by stats when viewing them from either the HQ screen or the Order of Battle screen.
Fixed crash bug when assigning commanders to units on the Order of Battle screen.
Fixed scheduled orders completing too soon due to overly sensitive start conditions.
Mountain units can now be used to build things when automated.
Players can now deselect units by type in the Scheduled Order screen. Scheduled orders are limited when multiple types of units are selected. This caused conflicts when the orders available to certain types were not compatible with each other, resulting in an empty list of orders.
Fixed Scheduled Orders in general. The conditions to trigger the execution of scheduled orders was too sensitive, causing many of them to not happen or even cancel too early before.
British riflemen in the Redoubt map now start as Experienced.
Fixed crash when issuing Attack Area orders via the Scheduled Order screen.
Fixed unit names for companies and platoons.
Update - Jan. 16
Hi all,
I've added a few quality of life updates as well as some bugfixes in this update. The big one I suppose is being able to rotate individual subordinate units, such as battalions within brigades, etc. The caveat is that the unit is replaced by a fresh unit of the same type. If you wish to retain the experience of the unit sent away or alter unit composition, you'd have to rotate the entire unit to the rear as before.
Bugfixes/Changes:
Fixed Germany victory conditions on Meuse-Argonne map.
You can now use Page Up and Page Down keys to cycle through units on the same tile.
Units will now avoid crowding more strictly, so if you attempt to move too many units to a tile all at once they'll end up 'bleeding' over to other tiles.
Updated scroll bars on various popup windows.
Previously, being forced to retreat would leave the player empty-handed, since the shattered units from the previous sector carried over. Now a fresh brigade will replace a depleted one automatically.
Can now send subordinate units to the rear from the Order of Battle screen.
Fixed issuing orders and cavalry charges. The feature which allowed players to use Ctrl to select multiple units at a time was messing with the ability to drag and drop orders.
Thanks for playing!
Update - Dec 23
Hi all,
Busier than expected this month, so this update is a few weeks later than I hoped. However, I managed to add plane sprites and balloon sprites to match, as well as tweaking some things under the hood and fixing a few important bugs that were hindering gameplay. I was hoping to have unit selection cycling in this update, but it's taking longer than expected, so it should appear in the next update.
Bugfixes/Changes:
Plane and balloon sprites are now included.
Fixed bug in which Supply Units supplying an area were not remaining in the assigned area.
Units now receive a movement bonus during mass offensives.
Fixed potential crash before an enemy offensive.
The enemy AI is more aggressive on the Verdun map and will attempt to cover more ground per offensive.
Thanks for playing!
Update - Nov. 17
Hi all,
This update is mostly an incremental update, meant to address a few balance issues and bugs I had been sitting on. The most notable ones are the ability to Ctrl-click single tile structures, like dugouts or artillery pits, so that you no longer have to issue them one at a time. On top of that, I've improved the tooltip that appears in the top right of the screen when building things or performing actions, which should hopefully make things a bit clearer.
Bugfixes/Changes:
Intervals are now three minutes instead of two.
Fixed bug in which units supplying areas would just stand there endlessly.
Enemy AI will now rush reserves to the front during offensives to prevent breakthroughs.
New buttons in the top-right corner can show off morale, readiness, cohesion, and numbers at a glance.
Units now slowly regain men when resting in dugouts regardless of whether convalescents are available or not.
You can now hold Ctrl when adding single tile buildings (hospitals, kitchens, etc) in order to continue laying them down.
Fixed debug text showing up in the top right of the screen if hotkeys were pressed in incorrect order.
Added more detail to text in top right when performing construction or drag-based orders such as ground attack orders.
Fixed occasional crash bug when resupplying HQ units.
Fixed crash when generating an NCO for a platoon that has reached max experience.
Thanks for playing!
Update - Nov. 1
Hi all,
As promised, I've added the ability to use the 1-5 keys to switch between display modes on the fly rather than having to start a new game to do so. Thankfully, the groundwork I built prior to the previous update worked out well, so I'm able to get this update out sooner than expected. There are also a few key bugfixes in this patch which address issues created when I implemented animations, so I'm eager to release it.
Bugfixes/Changes:
You now start with a Signals company instead of three Medical companies on the Meuse-Argonne map.
Fixed bug in which units would get stuck in Moving state when adding cables.
Fixed cavalry charge bug in which cavalry weren't charging after dragging a path due to an overzealous optimization change.
Can now toggle sprite/animated sprite display using number keys 1-5.
Updated the order of battle and scheduled order screens with extra fields and tooltips.