- Fixed several crashes - Added M109A3GA1 to West German forces, replacing outdated M109G in brigades and task forces where it makes most sense - Added G3A2 with wooden furniture to Heimatschutzen squads - Added correct model for Metis ATGM
Update 1.0.97
Despite being an update about fixing things, most fixes required significant rewrites, so expect hotfixes.
- Added new main menu music theme - Added Czech localization - Added proposed fixes to Italian localization
- Replaced BTR-70 with BTR-60 in 120th Guards MRR for authenticity - US TFs almost completely lacked M2A2 as an option: adjusted 2 TFs to include them instead of redundant options - Added a separate icon and decal for the Belgian 4th Pantser Infantry Brigade - Engineering tanks received a minor buff so that a platoon of 3 tanks is equivalent in breaching ability to a platoon of 4 assault engineer squads. M728 CEV and AVRE also made a bit cheaper.
- Platoon panel now has a small red blinking dot near icons of the platoons that are in combat - You can now see which targets platoons are engaging when holding SHIFT - Bomb and PGM strikes should now actually ignore helicopters as valid targets - Fixed instances where AI Artillery won't displace after salvo - Fixed AI Artillery idling when there are no same-AI groups to support - Added basic fixes against AI overcrowding in spawn areas - Adjusted Operation "TF McMains" starting resources to be less stingy
- Fixed (hopefully for certain this time) cases where a platoon will move through impassable terrain (typically, lake) - Fixed US M577 deploying smoke despite not having smoke launchers - Fixed small arms fire causing dirt splashes in the air when targeting helicopters - Fixed minor bugs with suppression calculation - Fixed unit movement audio not playing after spawn - Fixed minor waypoint drawing issues - Fixed AI SAM platoons not reacting to threats when following a combat group - Fixed TacAid voice reports depending on the presence of targets in the attack zone - Fixed platoons with lost vehicles endlessly consuming supplies - Fixed multiple issues with pooling logic, which should slightly improve performance toward the end of long sessions
- Platoon attack logic had a rewrite, though public-facing behavior should remain largely the same
Roadmap Status Update
To say that the year since the 16th of August '22 release flew by in the blink of an eye would be an understatement. Can it really have been twelve months already?
On the other hand, game development stopped being just an amuzing hobby, filled with 16-hour crunch sessions, and started to be an actual business, with banks, taxes, and compliance hurdles in a heavily-sanctioned region. Times flies fast with such a wide variety of new tasks and issues to solve.
So, where do we stand now?
Current developments
A recap of key points:
A significant portion of the planned "Northern Group of Forces" DLC has been released in the form of free updates. It is only logical that the Netherlands will follow suit sometime during autumn to round out the planned content.
One of the items on the 'optional features' list, the Static Defense skirmish mode, complements the Mobile Defense version.
Regiments is now available on GOG, and the Steam version is finally playable through GeForce NOW.
An M113 C&V and a Leopard 2A4NL of the Royal Netherlands Army crawl along a forest path
Demo
The popular "2-hour refund as a demo" system on Steam has been working okay, but I believe it would be far better for everyone to have an actual demo. For a relatively slow-burn title like Regiments, 2 hours isn't much time to make an informed decision and it is simply far more convenient.
Concurrently, the main branch will be updated with the Czech localization and several community-driven improvements.
New Nations
As mentioned earlier, the Netherlands is likely to be released this autumn.
Meanwhile, both Czechoslovakia and France are nearing completion with the tremendous assistance of the community. Only Canada remains to complete the army lists for the 'Central Group of Forces' DLC. A CSLA OT-62B mechanized squad follows the lead of a reconnaissance OT-65A scout car. Both vehicles are armed with the ubiquitous T21 Tarasnice recoilless rifle
On the subject of DLC, this expansion will be a paid one. Not only does it add numerous new units, but also introduces a significant feature:
Generated Operations
The original concept for DLCs was straightforward: introduce 1-2 operations corresponding to each nation, weaving them into the overarching plot. Sounds easy on the surface, but upon reflection, this rivals the entirety of the release content. We're looking at a minimum of 6, but ideally 8-9, new Operations to adequately represent all nations' forces and integrate the new mechanics. The inescapable informational background of a real war isn't very conductive for writing the narrative parts of the operations as well.
So, how can we circumvent this and still deliver operations for the new armies? By the power of procedural generation. Select a regiment. Set up the starting conditions, length, difficulty, optional rules. Fight through multiple Stages: each with a randomly-selected mission template, map, opposing force, and event cards. Incrementally upgrade the regiment to meet arising challenges.
Although this system might not offer the same narrative depth as the 'fixed' Operations, its vastly expanded replayability and extensive customization options should position it as a solid alternative.
It's a big item, though. Given the magnitude of additions, the DLC release date might be pushed back, potentially even to 2024. Gazelle helicopters soar above a patrol of several AMX-10RCs
New Mechanics
As outlined before, battlefield will expand across the aerial dimension. The Combat Air Patrol TacAid feature will deploy fighter jets to overwatch a designated area for a specified duration, swooping down to engage any enemy aerial targets.
Integrated transport helicopters provide unparalleled mobility to air assault infantry and other air-transportable units. Both come as a single platoon stack: usually, the platoon will deploy with units riding inside the helicopters. When they arrive at the landing zone, an Unload command dismounts the transported unit. After that, the helicopters automatically retreat from the map along the safest route possible, taking into account known anti-air sites. The dismounted platoon operates as any standard unit would. If it is destroyed or retreats, the entire stack becomes deployable again. When on the defensive, deploying air assault infantry right away can be advantageous to make use of pre-battle entrenchment.
Although both features are functional, they still need further refinement and balancing, particularly with regards to infantry-only platoons. As noted in the earlier road map, these mechanics won't necessarily be tied to the DLC and may appear separately for existing armies. UH-60 Blackhawk helicopters deliver troops for an assault
This sums up the key changes to the earlier roadmap and the current state of our progress. By and large, the general course remains the same, adjusted for the extra effort on the business side of the development.
See you again pretty soon, with demo announcement and more.
Hotfix 1.0.95a
- Rolled back to an older Unity version, as the latest one seems to cause crashes for a some users
Steam Cloud and Geforce Now Support
Steam Cloud support is now activated. Regiments have been set-up to be available through Geforce Now on Steam, but if I understand correctly, GFN team also has to vet it, which will take some time.
Operations save files will now be stored on the Steam Cloud, allowing you to access the same files no matter what PC you use (as long as you use the same Steam account)
If you already have different save states on different PCs and want to preserve things as they are: - Open Steam -> Library -> right-click on Regiments in the library -> Properties -> General -> disable the toggle 'Keep save files in the Steam Cloud for Regiments'
You can also manually back-up the save files by navigating to %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments (paste that into file explorer's address bar)
1.0.95: - Engineering points refunded from strongpoints on stage change can now exceed the 100 points limit - Fixed some units speaking incorrect language after the first phase of the Operation - A minor scene fix (which makes the update far bigger to download than the changelog suggests)
Update 1.0.94
1.0.94 has been moved from beta branch to main.
This update reorganizes the save files for the eventual Cloud Saves. They still reside in %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments, but are now additionally put in a folder named the same as your SteamID.
Old files are retained in the previous location in case something goes wrong. If you don't see your saves after the update, so you can manually move them to a new location. To manually move the files: - go to %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments - rename PState.sav to RGTSave_PState.sav - move all RGTSave_ files to a folder with a long numeric name (your SteamID)
Other changes:
Updated all helicopter rotor textures to match the 3d parts better
Adjusted 203mm TacAid - fewer rounds, more impact
Added dedicated MANPADS platoons to AI spawnlists
Added PzF3 to West German Jager platoons
Fixed issues when platoons could get stuck aiming at the target without firing, until manually ordered to do so - mainly concerns SAM platoons
Fixed SKOT-2AM missile placement
Exorcized A-10 textures
Fixed T-64s track texture issues
Removed Operations-only DPICM-MLRS TA from one of the UK skirmish task forces
Fixed Soviet recon post to have the same vehicle count as other recon posts
Fixed VP issues Stampede, where evacuated enemy units still granted VP to player
Fixed Operation zone labels when using icon scaling option
Fixed Meeting Engagement pre-battle wrecks placed in impassable terrain
Fixes to French, Italian, Russian localizations
Hotfix 1.0.94a: <*> Should fix a potential crash when starting the game without Steam already running Hotfix 1.0.94b: <*> Fix a crash in Mobile Defense mode
Beta Update 1.0.94b1
This update is applied to the Beta branch only for now
Access Beta branch by right-clicking Regiments in your Steam Library -> Properties -> Betas -> Select 'beta - upcoming updates branch'
The update reorganizes the save files for eventual Cloud Saves. They still reside in %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments, but are now additionally put in a folder named the same as your SteamID.
Old files are also kept in the old location in case something goes wrong and you don't see your saves after the update, so you can manually move them. To manually move the files: - go to %userprofile%\appdata\LocalLow\Bird's Eye Games\Regiments - rename PState.sav to RGTSave_PState.sav - move all RGTSave_ files to a folder with a long numeric name (your SteamID)
Other changes:
Updated all helicopter rotor textures to match the 3d parts better
Adjusted 203mm TacAid - fewer rounds, more impact
Added dedicated MANPADS platoons to AI spawnlists
Added PzF3 to West German Jager platoons
Fixed issues when platoons could get stuck aiming at the target without firing, until manually ordered to do so - mainly concerns SAM platoons
Fixed SKOT-2AM missile placement
Exorcized A-10 textures
Removed Operations-only DPICM-MLRS TA from one of the UK skirmish task forces
Fixed Soviet recon post to have the same vehicle count as other recon posts
Fixed VP issues Stampede, where evacuated enemy units still granted VP to player
Fixed Operation zone labels when using icon scaling option
Fixes to French, Italian, Russian localizations
Hotifx 1.0.92
- Fixed one more case when mortars won't auto-fire - Fixed SKOT-2 name to correct SKOT-2A - Fixed 7LDDM using OT-62 name instead of correct TOPAS R-2 - Fixed TOPAS Marine squad formation being packed too tight - Fixed Malyutka missiles on Mi-2G and BMP-1 being rendered in their normal form during deployment
Hotfix 1.0.91
- Fix mortars not engaging targets automatically - Switch polish mortar crews to use correct mortar model - Fix a few localization issues