- Added skirmish-style pricing for War Paths as a starting option: "Individual" is skirmish-like, "Class-based" is operations-style prices - Added patrols for Recon-in-Force and Raid missions: some of the deployed enemy platoons will switch to patrolling behaviour - Adjusted the way Recon-in-Force and Raid mission reduce the maximum number of units in a platoon: Recon, Recon Helicopters, Armored Cavalry, and Mechanized infantry platoons with stealth rating will deploy at their normal strength - Adjusted Alt+Move to work with transport helicopters - a move ordered in such a way will also unload the helicopters at the destination point, similar to how Alt+Move works for mechanized infantry - Adjusted the alternative stages generation to have fewer cases where both Main and Alternative courses of action have the same mission
- Added enemy national icon to the Courses of Action menu - Added enemy information on the War Paths results screen - Adjusted the frequency of the 'smaller' nations encountered during War Paths - Adjusted the Operational Authority gains from Recon-in-Force and Raid missions: less OA per zone, more OA granted on completion (100 OA difference)
- Adjusted French 6 DLB to better fit the theme of the formation: Replaced AMX-30 platoon with an airborne infantry platoon. - Adjusted ADATS speed when fired at ground targets - Adjusted Sheridan to have slightly more stealth rating - Replaced Recon TA with Smoke TA for US 82nd AB - Added Recon TA to US 11th ACR
- Fixed tooltips not working for War Paths starting options - Localization fixes and name adjustments - Fixed Dutch not having Taking Fire voice reports - Fixed Dragon ATGM not firing at max range - Fixed Luchs MG texture issue
Hotfix 1.4.4
- Fixed FFAR & Gun TAs targeting helicopters and failing to engage (guns can engage normally, FFARs will ignore helicopters) - Fixed Convoy missions providing less VP than intended - Fixed Advanced Tutorial Supply step - Restored better French names for War Paths - Fixed some French localization issues
Hotfix 1.4.3 & 1.4.3a
- Potential fix for crash on deploying specific platoons in War Paths mode (like Leopards from TF Louise and TF Yukon) - Restore Air Patrol to French forces
1.4.3a: - Another potential fix for the issue
Hotfix 1.4.2
- Air Patrol adjustments: when engaging helos, planes will fly slower and shoot from a shorter distance - Fixed aircraft missiles not being affected by IRCM - Fixed targeted air weapons having full accuracy despite being suppressed
- Fixed event cards not being restocked in later phases of War Paths - Fixed Canada missing from skirmish AI force options - Fixed infantry platoons not being affected by area-of-effect weapons under certain conditions
- Adjusted T-80BV, T-72B, T-64BV slightly to better diffentiate them - Added Air Assault unit class article to Regipedia - Adjusted Soviets to use Strela-3 - Fixed some text issues and crashes
Hotfix 1.4.1a
Fixed crash related to F-4F/F-4M Air Patrols
Hotfix 1.4.1
Adjusted Air Patrol to refund up to 10 points spent, depending on how much runs they did
Fixed reload progress not displayed for artillery
Fixed CH-53G rotor looks
Fix a missing UK command TF and adjust TFs around a bit to feature more paras
Fixed SIGINT tooltip missing actual number of phases
Fixed a raid objective in Saber Cut retreating at the start of the game under certain conditions
Fixed recoiless rifle name on OT-62B, OT-65A and elsewhere
Fixed the missing Hint 22
Fixed "active" label for CAP lacking translation
Winds of Change - OUT NOW!
Greetings, commanders!
We are thrilled to announce that the long-awaited "Winds of Change" DLC for Regiments is now live!
We want to extend our heartfelt thanks to all our dedicated fans and players for your support, enthusiasm, and feedback throughout the development process! Your passion for the game has driven us to bring you an expansion filled with exciting new features and content, and we can't wait for you to dive into it.
This DLC introduces the all-new procedurally-generated 'War Paths' mode, where you can lead your regiments through unpredictable and dynamic campaigns.
Alongside this, you'll encounter more than 70 new units, including air assets like heliborne infantry and fighter jets, offering a fresh tactical experience. The French, Dutch, Canadian, and Czechoslovakian regiments make their debut, each bringing unique strategies to the battlefield. We're excited for you to explore the new tactics and strategies this expansion offers and see how they redefine your approach to combat.
Thank you once again for your continued support, and we hope you enjoy the new adventures and challenges that "Winds of Change" brings. See you on the battlefield!
Winds of Change - Pre-Release Notes
The Winds of Change are gaining strength. The DLC release is almost here. So, let's go through some of the questions.
Release time
The release is planned for 11:00 AM BST / 06:00 EDT / 03:00 AM PDT 16th August.
Price
The DLC is priced at $ 12.99 USD, and most regional prices follow standard Steam currency conversion rates.
DLC Update Process
There are no separate DLC and non-DLC files: everything will be downloaded with the main branch update - you should see version 1.4.0 (or more) in the bottom right corner of the main menu after that. Purchasing the DLC on Steam will unlock the appropriate content.
DLC Content
As noted above, some of the new content will be available immediately, and some will require DLC purchase:
Main Game Update:
Air Assault infantry
Air Patrol Tac-Aids
Towed mortars
New units for existing nations
Revised base-game Regiments and Task Forces to include these additions
New Maps: 2 completely new - Wasteland and Blumenthal, and 6 alternative versions of the existing maps
Revised Ammo System: now with Primary, Secondary, and Squad pools
DLC-only Content:
War Paths mode - featuring the highly customizable, procedurally-generated Operations, described in the previous dev log
Four new nations:
Canada - 3 Regiments, 20 Task Forces
Netherlands - 3 Regiments, 17 Task Forces
France - 4 Regiments, 19 Task Forces
Czechoslovakia - 4 Regiments, 20 Task Forces
Plus a new Soviet regiment, representing the Central Group of Forces, stationed in Czechoslovakia - with 3 new Task Forces
Note: War Paths' new features, like Courses of Action and Signal Intelligence, won't be added to existing Operations, as they are balanced around not having those. The unit roster in Operations will also remain largely the same, as the save structure makes changes complicated.
Limitations
As occasionally happens in game development, not everything makes it to the finish line in time.
No Air Assault platoons for AI: Sadly, the planning and coordination involved in using those are beyond the current AI architecture. It is the same reason there are no AI Supply platoons. It requires a significant AI rewrite, which I'm planning to do anyway, but may take some considerable time.
New Maps aren't set up for Skirmish yet and are available only in War Paths mode. This will be addressed in one of the patches right after the DLC release.
Thanks, and see you on the other side of the release date!
Regiments DLC Release Date & War Paths
Hi, everyone!
Release Date Confirmed
First things first: The release date is determined and the DLC will launch August 16th, two years after the original release of Regiments.
War Paths
No less important is a first proper look at the procedurally-generated operations - the new mode called War Paths.
The idea of merging the free-form nature of the Skirmish modes with the deeper mechanics of the Operations mode has been floating around since before the release. And the new War Paths mode is exactly: it allows you to fight through a string of generated battles with a Regiment of your choice while keeping all the defining systems of the fixed Operations and adding some more. As a side note, the new mode assumes you already have some experience with said systems: free-form nature means the experience is far less curated, and depending on the settings, the difficulty curve can be steeper.
The setup screen allows you to customize the planned run significantly. You can select the length of the generated Operation, choose the opposing forces, set the starting conditions, and, of course, the familiar advanced rules. Opposing forces also determine which allies will fight on your side so that they fit the selected area of operations.
Most importantly, you decide on the Regiment you will use. All Regiments present in skirmish are available in War Paths. They will be automatically converted to the operations format.
The Main Body will remain largely the same. The platoon stacks will feature a limited unit count, and two supply platoons will be added to the roster (yes, you can be much more flexible with field resupply now). Task Forces are adjusted more: platoons may be resized, their experience level changed, or their vehicles switched to older or newer models. The conversion process is randomized, so each playthrough will feature unique Task Forces.
Unlike Operations, which use a predetermined sequence of missions, War Paths stages are generated procedurally. Each Stage is set on a map chosen at random from a pool. The pool contains all the current skirmish maps, at least two completely new maps, and more than half a dozen variants of the existing maps (some playing almost like new ones). Each Stage will feature a random mission objective:
Attack
Defense
Meeting Engagement
Raid
Recon-in-Force
Escort
Interception
Some mission types also feature sub-variants for extra replayability. All in all, we're aiming for a few hundred base combinations.
On top of that and as usual with the rest of the game modes, enemy force composition and positions, attack waves intervals, obstacle belts placement, patrols, preparation artillery barrages - are all generated on the fly, making each battle unique.
As a side note, War Paths use separate save slots to avoid competing for real estate with Operations.
The Regiment Management screen should be very familiar for those who've already played Operations. The layout and functions available are largely the same: you spend Operational Authority to upgrade your Regiment, call in new Task Forces, and restore depleted platoons.
Tools of Change
What's new is the 'Courses of Action' menu to the right. After a Stage is completed, you are presented with a choice of two following Stages and can select which one to proceed with. At this point, you can also spend a phase to rest and refit. Rest will restore some of the lost units and get a small number of supplies, but it will cost some of the Victory Points. You can rest only once at the start of a new Stage.
Between the phases of an active Stage, you may abandon your objective and retreat. A retreat may save your force from total defeat, but it comes at a steep cost in Victory Points, on top of whatever you didn't secure on the Stage itself.
Another addition is a new upgradeable parameter: Signal Intelligence. Higher levels allow you to gain progressively more information about enemy forces, starting from simple notifications about arriving enemy groups and progressing to near-real-time updates on the position of enemy groups on the map.
On the downside, Signal Intelligence capabilities degrade every few phases, requiring constant investment to maintain them—and higher levels are costly.
On top of the that, several new event cards have been added to mirror some of the unique capabilities in fixed Operations. Event Art is work-in-progress
The Arsenal
That is the end of the short overview of the new War Paths mode! To end on the high note, we present an almost* full summary of the units coming in the DLC! Click to expand *UK Paras and DDR LStR-40 didn't fit slightly
See you soon at the release line!
Hotfix 1.1.12
- Updated a 3rd party package: should fix crashes on game session start for some users