Hi, everyone! After the last two major patches for the main game, 1.0.99 and 1.1.05 , it's time to get back to the DLC business.
Wings of Change Release Window
First of all, we finally have an approximate release date for the "Winds of Change" DLC: the third quarter of 2024. This means sometime between July and September - hopefully sooner rather than later. The exact date will be announced as we get closer.
Czechoslovak BPzV Svatava - a domestic analogue of the BRM-1K - is conducting reconnaissance.
Air Assault
Air Assault and dismounted infantry mechanics are mostly finalized. You may have heard how it works already, but I think it's worth recapping:
An Air Assault platoon is essentially two platoons under one button. Call in transport helicopters, maneuver them into a desired position, and order them to unload - hopefully, far enough away from enemy anti-air weapons. The unloaded platoon is then free to operate as normal, while the helicopters will automatically retreat off-map, trying to avoid known anti-aircraft positions. Retreat or loss of the dismounted platoon will trigger the usual re-deployment delay, after which the platoon can be re-inserted by helicopter.
Canadian CH-135 - a very close relative of the famous UH-1 Huey
Air assault infantry have a much higher stealth rating, can dig in faster, and can't be targeted by anti-tank weapons. All of this makes them particularly strong in their element, with the added advantage of arriving rapidly right where they are most needed. On the other hand, getting caught out in the open can be much more dangerous - there's no way to mount to the safety of armored carriers.
Troopers of the East German air assault regiment, LStR-40, charge ahead, supported by an Mi-24D
There's also going to be at least one non-infantry heliborne platoon: West German CH-53G with Wiesel AWCs on board.
Combat Air Patrol
Combat Air Patrol is a new Tactical Aid option. Several aircraft armed with short-range anti-air missiles will keep watch over a designed area for a period of time. They will stay off-map until the moment they detect aerial threats in the patrol zone. After that, fighters will descend and engage enemy air units in several passes - until they run out of missiles or get mauled by anti-air defences.
An alternative to existing anti-air defenses, CAP is quick to deploy anywhere across the map and allows player to save points for combat platoons. But as always, if you're looking for a solid air defense umbrella, it's crucial to echelon multiple air defense systems, as the single one never guarantees intercepts.
F-4 Phantom swoops down from above: bad day for Soviet Front Aviation
Towed Equipment
DLC also introduces the first type of towed equipment - mortars. Several armies didn't use self-propelled mortars at all: The French had developed a few such vehicles (such as the VPM-81), but they weren't accepted or were intended for export only. The Netherlands had self-propelled mortars in reconnaissance battalions, but otherwise relied on towed versions.
Dutch YPR-765 carrier towing an MO-120-RT mortar
This will also allow to replace the ahistorical self-propelled MTLB-based model, currently used as a stopgap by the Warsaw Pact nations, with the correct towed 2B11 "Sani".
French mortar battery firing for effect
Radar Vehicles
One of the new additions that comes with Czechoslovak army is the 2K12 Kub SAM system. Unlike the other anti-air vehicles in the game, Kub transporter erector launcher doesn't have its own targeting system and relies entirely on the guidance from a dedicated 1S91 radar vehicle.
Guided by 1S91 radar, CSLA Kub launchers engage NATO strike aircraft
Which posed a bit of a problem, as mixed-unit platoons remain technically impossible. Fortunately, we've found a way to get around this and represent a 2K12 battery authentically by making it a special kind of "company". One platoon consists of several Kub launchers, and the other platoon, following closely behind, consists of the radar guidance vehicle. Battery is functional as long as both are alive. For now, it'll be an experimental addition, don't expect a full-scale electronics warfare simulation yet :)
Ammo System Update
The highly visible missiles of the Kub complex also highlighted a long-standing issue: even when units ran out of ammo, the missile models remained in place.
To make the change possible, the abstract platoon-level ammo pool was split into per-unit ammo pools. It's primarily a code change: with a certain amount of cross-loading, the player still doesn't have to get into the micro to check each unit's ammo level. And with separate pools, it is now possible to have a 1-to-1 relation between ammo available and the armament models displayed on the unit.
US AH-64, carrying just half of standard 8 Hellfires, overflies a rebel BMP-1 with its ATGMs entirely spent
After that, it was only natural to add secondary ammo system. This was most useful for helicopters, which usually carry a combination of rockets and anti-tank guided missiles. Both weapon systems are distinct enough and both have limited ammo capacity, so linking them to a single ammo pool always felt a bit wrong. The same was done for tank gun-launched ATGMs and may be applied to a few more systems, where appropriate.
Vehicle Slogans
Something you may have already seen on the barrels of M1A1s since the last patch - certain vehicles will now have randomized stenciled slogans. This takes the existing dynamic vehicle decal system a step further and adds more individuality to the vehicles.
French AMX-10Ps provide suppressing fire as the mechanized platoon advances across the field
Similarly, Canadian vehicles will have an authentic tactical numbering system: vehicles within the same platoon will be identified by letters, with numbers used for company/battalion position.
Canadian M113s on the move - vehicles show letters from A to D, while platoon leader comes with purely numerical designation
That's all for now! Expect next devlog to dive into the procedural operations details. And if you haven't seen the DLC Teaser yet, check it out here:
Hotfix 1.1.09
* Adjusted the sounds of heavy artillery impacts * A few more localization fixes
Hotfix 1.1.08
* Fixed aircraft wrecks issues * Improved handling of corrupted operation saves * Fixed some localization issues with infantry names
Update 1.1.05
Mainly fixes for issues that were found since last update
* Fixed issues with advancing to next Stage in the Regiment Management screen * Fixed Regiment TacAid upgrade level always cutting down TacAid delay to 50%; now correctly scales with the upgrade level * Fixed unit damage shader * (Probably) Fixed helicopter wreck pieces sometimes staying in the air
* Added unit damage to aircraft * Adjusted aircraft and helo death effects * Feature preview - added slogans to M1A1 gun tubes
* Adjusted PIVADS - shorter range, but more accurate * Small attack helicopters get better vision range * Added ACAV platoon type, assigned to tank recon platoons
* Switched infantry squad names to national names * 2-42/6-63 TF names swapped to match unit types * Switched most WG Pionere platoons to Fuchs * Removed BMP-1P from Polish regiments * Added Polish PT-76 with correct model * Fixed combat 6xPT-76 platoon using recon stats * Added FN FNC to Belgian infantry
* Added a fading effects to units and aircraft during spawn/despawn * Added more informative unit names to game log
* Minor optimizations * Switched to a saner version numbering scheme, finally
Hotfix 1.0.99a
Added separate smoke grenades visual effect for Warsaw Pact units to better represent the way 3D6 smoke grenades look
Fixed issues with an idle animation on some soldier models
Fixed Polish engineers using AK-74
Fixed West German transport truck description
Fixed Chapparal missile placement
Adjusted mechanized platoons mode change duration so that loading/unloading looks slightly more natural
Added BMD-2K platoon tooltip thumbnail
Update 1.0.99
As usual, there are still ocassional issues with how Steam updates the game. If you consistently crash on a specific Operation, map or unit after the update - try re-verifying the files: right-click on the Regiments in your Steam library -> Properties -> Local Files -> Verify integrity of the game files
Added new Polish regiment - 36. Pułk Zmechanizowany, focusing on motorized maneuver tactics with SKOT APCs
Added a preview of the Task Forces available for the selected Regiment in Skirmish (hover over the [?] sign to the right of the regiment selection dropdown)
Added a platoon tooltip for preplaced strongpoints
Added an option for an alternative color correction profile in the video settings - with more contrast and saturation
Regipedia now displays whether a unit has smoke launchers or not
Added Polish Assault Engineers armed with RPO Rys
Added BMD-2K - it replaces BMP-1PK in 35th Sep Guards Air Assault Brigade
Added Faktoria ATGM for Soviets
Replaced quite a few SPG-9 weapon teams with Spigot and Faktoriya ATGMs
Multiple Warsaw Pact and Belgian task forces adjusted
HMGs adjusted: accuracy reduced, KPVT damage reduced to match the caliber
Adjusted M109 DPICM: 10pts cheaper, total ammo count adjusted so it can shoot three full bursts
Survivability bonus now also provides some extra suppression resistance (up to +50%)
Adjusted some 'elite' infantry prices: Spartan-Recce cheaper, BMDx4 slightly cheaper, TOPAS Marines more expensive
Added coaxial MG to OT-64 and OT-62 APCs
Fixed incorrect Spigot ATGM maximum range
Preplaced strongpoints are drawn in red color when the cursor is over an invalid position
Adjusted Strela-10 textures
Fixed some minor issues with damage and accuracy calculations
Fixed mortars unable to do manually-queued fire missions in some cases
Fixed Steam Overlay unpausing the game in the Post-Battle screen
Fixed issues with company soldier count not updating
Regiments DLC Dev Update - New Forces
Hi, all!
First of all, a reminder that the DLC release date was and remains "To Be Announced" for a reason. DLC is scheduled to add entirely new game mechanics and significantly expand the Operations mode - big changes, connected to many internal systems in this or that way.
It would be very optimistic to expect it to arrive in the same timeframe as the FreeLCs, even without considering a whole host of health problems I'm having in the meantime. I would like to have a more definite timeline myself, but for the time being, it is what it is.
Work on the 'Winds of Change' continues at a regular tempo: some of the new content and features even make it into the public version, with the F-4F and M113-TOW in version 1.0.98 being the most prominent examples.
The new nations - Czechoslovakia, Netherlands, Canada, and France - are taking shape. Pretty much the entire unit lineup is done and integrated. Now the regiments are being formed and tested in combat. (playing France for a first time was definitely... an Experience)
Canadian Airborne troops and a Grizzly AVGP
In researching and implementing the new forces, we've come across various interesting facts and challenges:
Československá lidová armáda (CSLA) insignia is the first one of the Warsaw Pact decals that need to be oriented in a specific way - "blue part forward", simply speaking. Luckily, a few shader tricks saved us from updating all the vehicle models to reorient decal meshes. CSLA vehicles and aircraft will have the roundel facing the correct way now. Su-25 with the CSLA Air Force livery: rare case of a Warsaw Pact nation airforce with heraldic elements in the squadron emblems An OT-65A Vydra, a recon vehicle armed with a recoilless rifle, and the well-known Mi-24D
Royal Netherlands Army vehicle designations were notably minimalistic. No tactical numbers, no unit emblems. To compensate for that, a set of static decals has been added to all Dutch vehicles, showing the Military Load Class, registration number, and a subtle flag. Leopard 2NL - very similar to the Leopard 2A4 in all aspects but armor, which remained around the 2A1 levels. Subtler differences include an FN MAG instead of MG3 as an AA machinegun, and different smoke grenade launchers
French Armed Forces low-level air defense is a rag-tag bunch. AMX-13 DCA was outdated, slow, and gradually phased out. Mistral MANPADS wasn't man-portable and was just entering service in very limited numbers. That left the ubiquitous 20mm 53T2 and F2 guns as the main AAA component. 20mm 53T2 gun is the first static weapon to appear in Regiments, taking the role of a pre-placed anti-air site for French forces. Its performance isn't exactly spectacular, so massing them together with Truck- and VAB-mounted systems would be a good idea. Concentrated fire of the TRM2000-mounted and dismounted 53T2 guns. Maybe not the most powerful anti-air gun out there, but the seat looks comfy
Canadian Armed Forces table of equipment wouldn't be complete without this unique chimera. ADATS amalgamates anti-tank and surface-to-air capabilities on a single chassis and inside the same missile. In Regiments, it'll be classified as a SAM system first and foremost, but one that can defend itself against armored threats too. ADATS - a very fresh arrival to the Canadian forces stationed in Germany, undoubtedly raising some questions for Soviet intelligence
And as said before, the public version isn't forgotten either - the 1.0.99 update is coming very shortly. Initially envisioned as a simple hotfix for an MG buff introduced in 1.0.98, the patch grew in size and will now add a new skirmish regiment, new units, a pair of long-awaited features that were requested since times immemorial, and much more.
Czechoslovak paratroopers secure the landing zone
That's all for now! See you again pretty soon, with the 1.0.99 update changelog.
Update 1.0.98
- Added a new DDR Task Force "Kerze" with a company of BMP-1s: it bumps East German KdA Regiment to the correct amount of TFs and also replaces one of the overused Task Forces in MSR 9 - Added US M113-TOW Self-Propelled ATGM (currently uses Canadian extra equipment, will be adjusted later) - Added AIFV-Milan (it was in Regipedia, but wasn't present anywhere). According to the research, it seems to have been used in a light tank-destroyer role, so that's the way it is represented - AIFV-Milan replaced platoons in TFs "Leer" and "Pistool" - Revised US 4-4th ID: removed M577 & Rally TA, downgraded ITV to M113-TOW, M3A2 to M3 - this brings it more in line with the amount of deployment points and capabilities other Regiments can deploy at the start - Revised Belgian 17th Panzer: removed Recce+Milan platoon on Spartan. Same reasoning as above - Standartized the naming of platoons with dedicated MANPADS - West German taskforces "Antwort" and "Sonne" received a new TacAid - an F-4 airstrike with 4xCluster bombs - Last stage of the first Operation can now end early properly if you capture all the VP objectives - FV102 set to use Thermals (which should've arrived by 1989), FV438 downgraded to Basic night vision
- Heavy machine guns (12.7mm and above) received increased damage and range, medium machine guns (7.62mm) received 1 AP; low-AP penetration tables were revised so that lightly armored units don't take an eternity to destroy with machinegun fire - Assault engineer squads were reduced to 6 soldiers per squad and standartized to use "worse" LAWs where applicable, so they aren't a solution to every problem - LAW stats were revised to be slightly more in-line with reality: generally minor, with the exception of Carl Gustav going from 22 to 19 AP - Slightly buffed cluster bomb damage; reduced 2xBomb TA price to 30 pts
- US HMMWV and M109A3 models now feature randomized clutter - West German vehicle models received authentic decals with the identification plates and weight class indicators. It is an exploratory feature to check the workflow - there's no certainty if all nations will receive something like that - Fixed inconsistencies with AIFV-B series scale - Regipedia unit list made more readable - Post-battle screen will now display map or stage name. In Skirmish, it will also display the player's Regiment name - Company label now lists the total amount of soldiers in company, not just the leader platoon (status panel can still be used to check per-platoon counts)
- Fixed a bug that limited the rate of fire in big platoons - Fixed a bug that prevented mechanized infantry platoons from closing to LAW range under Attack or Attack Move command - Fixed AI not dismounting MANPADS platoons until very close to target - Minor tweaks to the projectile hit effects - Fixed cases where AI wasn't using some specific Air and Artillery Strike TacAids - Credits button has been moved to the left bottom corner of the menu
"Winds of Change" DLC Page Live
The "Winds of Change" DLC now has a page on Steam! Take an early look at the screenshots that feature some of the implemented new units.
Experience twisting, procedural campaigns in the new Warfare mode
Fight alongside or against new units from French, Dutch, Canadian, and Czechoslovak regiments, all ready to bring their own style of fighting to the battlefield
Strike from the sky with new tactical possibilities heralded by the addition of heliborne troops and fighter jets!
Command more than 50 new vehicles and weapon systems, all meticulously modelled with the kind of detail you've come to expect from us in the base game
The release date remains "To Be Announced" and will be detailed as we get closer to the release - the same applies to the price. Wishlist the DLC early! You won't miss status updates - and it'll help with the page's visibility a ton.
Hotfix 1.0.97c
- Fixed a CTD issue on launching the game through the exe directly - Fixed incorrect rotation on Metis ATGM model