Regiments cover
Regiments screenshot
Genre: Simulator, Strategy, Indie

Regiments

"Second Wave" Update Incoming - 24th December

A new update is about to arrive, just in time for Christmas.

"Second Wave" is a free update that adds

  • Two new Operations
  • A new map and four new Regiments for Skirmish modes - for the first time, three British regiments appear, in addition to a West German Heimatschutz Brigade
  • New features, ranging from quality-of-life improvements to a rather significant one - Companies

The update will arrive on the 24th of December, along with a detailed changelog and a powerful trailer.

The update will be (almost) in time for the Steam Winter Sale too, so if you don't own Regiments yet, it can be a good moment to grab it with a discount.

Regiments Roadmap 2022 - 2023

We've got a lot of questions about what lies ahead for Regiments - and while some answers were given here and there - let's sum it up as an actual roadmap.

As with all plans, these are likely to be adjusted in the process - for the same reason, we're not providing any dates, for now, just the order of priority.

Regiments 'lifecycle' is planned to last roughly a year, until the autumn of 2023, when a decision would be made on how to proceed further.

Content Packs



The new content will be split into 4 major add-ons, preliminary named and structured as follows:


(Names of the content packs are, of course, not final)

'Immediate Reserves'


This add-on will introduce several more units to the existing nations and add the first playable UK Regiments to the Skirmish modes. One new Operation along with 1-2 maps are also planned.

'Northern Group of Forces'


Netherlands and Poland, along with the remaining UK elements, will make an appearance in this DLC, along with several operations and new maps.
Heliborne and motorized infantry is also scheduled to appear here.

'Central Group of Forces'


This DLC will focus on the South German Front, adding Czechoslovakian, French, and Canadian battlegroups.
The 'Custom Operations' mode is likely to be introduced with this update, allowing to set fighting sides, regiments, stages, length, and other parameters for one of the Operations templates.

'Final Update'


Scheduled to appear close to August 2023, this DLC will wrap up the additional content. At this moment, it's hard to define its scope - anything from a small farewell content pack for existing nations to a different front outside of Central Europe is on the table.

Most likely, the first content pack will be released free, while the next two DLC will be paid ones.
It will only concern the content like new units, regiments, and operations, of course - new mechanics will be rolled into the game regardless of whether you purchase the content pack or not.


Potential Features



Here we're going into the more speculative territory.
These features are going to be at least researched & prototyped, but not all of them may be implemented. There's no definite timeline or priority for them too - it'll be done in whatever order fits best for the major content add-ons.

So, possible features, in no particular order:



While most are self-explanatory, a few require extra notes:

New Skirmish modes

  • Dedicated defense mode without the transport units of the Mobile Defense mode
  • Meeting engagement / Attack that uses the node networks from the Operations mode
  • A mode or an optional rule that places a higher value on the casualties inflicted and sustained

Further additions to the Regiments system
As the number of nations and regiments increases, hardware alone will rapidly become inadequate to show the differences between them - and there's only so much we can do with different organizational structures. A deeper representation of the fighting spirit, level of training, logistical and command aspects will be required.

On top of that, let's repeat the stance on the most frequently-asked additions:
Multiplayer - definitely not during Regiments '22-'23 lifecycle.
Map Editor - highly unlikely due to the technical and, possibly, license-related constraints.
Scenario Editor (or at least some sort of) - perhaps, though the scope of the task makes estimating it pretty hard. It overlaps a lot with the 'Customizable Operations' too and may end up bundled together.

We'll also be looking into other distribution platforms.

I hope this roadmap answers key questions about the next steps of Regiments development.
That's it for now, thanks for your attention!

Update 1.0.6

EDIT: Hotfix for the crashes is being deployed
EDIT2: Hotfix deployed - restart steam to force it to look for the new build

Beta branch has been merged to the main game - all branches are now at the same 1.0.6 version.

Update includes the following beta branch versions:

1.0.6:


- Add rebindable Camera Mode key

- Lower the "Black Horse Mad Dash" victory point requirements
- Reduce the passive point gain from TA Level upgrades - now scales up to x6.5 instead of x10
- Slightly increase the recharge rate of A-10 PGM runs
- Fix TBM damage being too low
- Fix strongpoints not using player's camouflage & decals
- Buff DPICM Artillery: +2 ammo for full 5 bursts, matching accuracy for HE-FRAG version, increased armor & cover negation
- Adjust PsyOps event card to make auto-retreats more possible

1.0.5a:


- Fix regression that resulted in very small amounts of defenders in Operations

- 'Reaction' operation will now end early when all objectives are completed, which is possible to do in 2 out of 3 Phases
- Fix Fire Support platoon name in 'Firebird'

1.0.5:


Updated the Attack Mode:
- Fix the over-the-top counter-attacks by significantly reducing the amount of "counter-attack points" defender receives for retreating units
- Fix player force unable to grow above 1000 DPs total
- 'Disperse' the static defenders by adding flanking positions far outside the objective areas. Keep that in mind when doing deep flanking maneuvers
- Improve AAA/SAM positioning - they will avoid frontline objectives
- Add randomized obstacle lines
- Increase the player starting points slightly
(Some more changes to the Attack mode are planned for later)

- Blind Guardian: Fix longer re-deployment delays for retreated & destroyed platoons compared to other operations

- Reaction: Significantly reduce the frequency and strength of "unannounced" counter-attacks, added a link from Red spawn to Warehouses, added a pair of replacement squads for Marder platoons

- Adjust ATGM firing logic - unless explicitly ordered, units will avoid wasting missiles on retreating targets

- Re-enable wrecks clean-up routine - currently, the amount of wrecks it considers 'too much' is dependent on the Detail level setting (50 / 100 / 150)
- Disable LOS Tool range rings when displayed by Shift - they overlapped with weapon & vision ranges too much
- Adjust 203mm TacAid effects to be more distinguishable from regular artillery TacAids

- Add 60 minutes time limit option to Skirmish


1.0.4:


- Add random map and random regiment options for Skirmish
- Add more Skirmish income & starting point levels, explicitly display the effects

- Fix potential issue with multi-monitor display naming

- Fix skipped Operations not getting progression stars - hopefully, this will correctly restore your existing progress too
- Add dedicated Camera rotation keys
- Add Cursor Size opiton
- Add option to sort platoons by type in the main panel
- Add separate Free Camera controls bindings
- Fix light / water issues on certain effects - visible as bright squares on the water surface
- Fix PostOp results coalition colors issues
- Adjust 'Reaction' Operation difficulty, reducing the counter-attacks strength (work in progress)
- Adjust parameters for Skirmish Attack mode (work in progress)
- Fix DDR TF for 332nd Guards Tank Regiment in Skirmish
- Buff SAM units: slightly more range, slightly more accuracy
- Fix Air Superiority event card localization bug
- Fix ally supply platoons in Blind Guard 3 taking player's supplies
- Attack commands against targets within minimum range are explicitly canceled instead of units trying to close to zero distance
- To avoid an occasional misclick during battle, helicopters will now respond to both Fast and Reverse move commands - they'll handle them as a usual move command
- Fix Fast/Reverse/Attack move user actions leaving the facing helper tool visible after aborting the command
- Fix TBMs reload time affected by TA Level
- Fix supply platoons unable to draw global supplies from the starting zone in Skirmish
- Fix allied infantry losses being added to the total kill tallies in Operations
- Fix incorrect wheel rotation on reverse movement
- Tone down lightning intensity

- Update mortars:
* Adjust shot effect
* Add correct names for Belgium and West German mortars
* Separate 107mm and 120mm mortars

- Update textures for Leo2, BM-21, Ural, FV100 series, BMD2, T55A

Beta Update 1.0.5 & 1.0.5a

The next Beta branch update.
If no major issues are found, I plan to roll it to the main branch in a day or two.

Updated the Attack Mode:
- Fix the over-the-top counter-attacks by significantly reducing the amount of "counter-attack points" defender receives for retreating units
- Fix player force unable to grow above 1000 DPs total
- 'Disperse' the static defenders by adding flanking positions far outside the objective areas. Keep that in mind when doing deep flanking maneuvers
- Improve AAA/SAM positioning - they will avoid frontline objectives
- Add randomized obstacle lines
- Increase the player starting points slightly
(Some more changes to the Attack mode are planned for later)

- Blind Guardian: Fix longer re-deployment delays for retreated & destroyed platoons compared to other operations

- Reaction: Significantly reduce the frequency and strength of "unannounced" counter-attacks, added a link from Red spawn to Warehouses, added a pair of replacement squads for Marder platoons

- Adjust ATGM firing logic - unless explicitly ordered, units will avoid wasting missiles on retreating targets

- Re-enable wrecks clean-up routine - currently, the amount of wrecks it considers 'too much' is dependent on the Detail level setting (50 / 100 / 150)
- Disable LOS Tool range rings when displayed by Shift - they overlapped with weapon & vision ranges too much
- Adjust 203mm TacAid effects to be more distinguishable from regular artillery TacAids

- Add 60 minutes time limit option to Skirmish

Forgotten 1.0.4 changes that weren't mention in previous changelog:
- Add option to change cursor size
- Add option to sort platoons by type in the main panel


1.0.5a:
- Fix regression that resulted in very small amounts of defenders in Operations

- 'Reaction' operation will now end early when all objectives are completed, which is possible to do in 2 out of 3 Phases
- Fix Fire Support platoon name in 'Firebird'

Beta Update 1.0.5

The next Beta branch update.
If no major issues are found, I plan to roll it to the main branch in a day or two.

Updated the Attack Mode:
- Fix the over-the-top counter-attacks by significantly reducing the amount of "counter-attack points" defender receives for retreating units
- Fix player force unable to grow above 1000 DPs total
- 'Disperse' the static defenders by adding flanking positions far outside the objective areas. Keep that in mind when doing deep flanking maneuvers
- Improve AAA/SAM positioning - they will avoid frontline objectives
- Add randomized obstacle lines
- Increase the player starting points slightly
(Some more changes to the Attack mode are planned for later)

- Blind Guardian: Fix longer re-deployment delays for retreated & destroyed platoons compared to other operations

- Reaction: Significantly reduce the frequency and strength of "unannounced" counter-attacks, added a link from Red spawn to Warehouses, added a pair of replacement squads for Marder platoons

- Adjust ATGM firing logic - unless explicitly ordered, units will avoid wasting missiles on retreating targets

- Re-enable wrecks clean-up routine - currently, the amount of wrecks it considers 'too much' is dependent on the Detail level setting (50 / 100 / 150)
- Disable LOS Tool range rings when displayed by Shift - they overlapped with weapon & vision ranges too much
- Adjust 203mm TacAid effects to be more distinguishable from regular artillery TacAids

- Add 60 minutes time limit option to Skirmish

Forgotten 1.0.4 changes that weren't mention in previous changelog:
- Add option to change cursor size
- Add option to sort platoons by type in the main panel

Beta Update 1.0.4

For this update - and, potentially, for the next ones - we'll try a two-step update scheme.
The update will be rolled first into a Beta branch. As soon as it is deemed stable and polished, it will be pushed into the main branch.

Access Beta branch by right-clicking Regiments in your Steam Library -> Properties -> Betas -> Select 'beta - upcoming updates branch'

Changelog:
- Add random map and random regiment options for Skirmish
- Add more Skirmish income & starting point levels, explicitly display the effects

- Fix potential issue with multi-monitor display naming

- Fix skipped Operations not getting progression stars - hopefully, this will correctly restore your existing progress too
- Add left/right camera rotation keys
- Add separate FreeCam controls bindings
- Fix light / water issues on certain effects - visible as bright squares on the water surface
- Fix PostOp results coalition colors issues
- Adjust 'Reaction' Operation difficulty, reducing the counter-attacks strength (work in progress)
- Adjust parameters for Skirmish Attack mode (work in progress)
- Fix DDR TF for 332nd Guards Tank Regiment in Skirmish
- Buff SAM units: slightly more range, slightly more accuracy
- Fix Air Superiority event card localization bug
- Fix ally supply platoons in Blind Guard 3 taking player's supplies
- Attack commands against targets within minimum range are explicitly canceled instead of units trying to close to zero distance
- To avoid an occasional misclick during battle, helicopters will now respond to both Fast and Reverse move commands - they'll handle them as a usual move command
- Fix Fast/Reverse/Attack move user actions leaving the facing helper tool visible after aborting the command
- Fix TBMs reload time affected by TA Level
- Fix supply platoons unable to draw global supplies from the starting zone in Skirmish
- Fix allied infantry losses being added to the total kill tallies in Operations
- Fix incorrect wheel rotation on reverse movement
- Tone down lightning intensity

- Update mortars:
* Adjust shot effect
* Add correct names for Belgium and West German mortars
* Separate 107mm and 120mm mortars

- Update textures for Leo2, BM-21, Ural, FV100 series, BMD2, T55A

Hotfix 1.0.3

Experimental: update the multi-monitor handling - selecting the display should work more predictable and the available resolutions should be taken from the correct screen

- Fix AI receiving refunds for lost units - which should not have happened outside of Meeting Engagement and a few specific cases in Operations. This should fix some major AI difficulty spikes in several Stages

- ATGMs now use a correct Line-of-Sight check and will lose guidance if target moves out of view - or if the shooter is destroyed.

- Adjust Attack mode victory goal levels to be less of an automatic victory
- Fix Event Cards past the first one not being properly 'cleaned up' at the end of the Phase - it was especially noticeable during the final stage of final op, as you could keep losing Deployment Points each phase
- Fix certain cases of Stage scripts not executing at correct phases
- Fix advanced rules Global Modifiers not being saved in Operations
- Experimental: LOSTool is also automatically enabled when you display weapon ranges via Shift

- Add cursor scale option to Game settings
- Add background radio chatter volume control to Audio settings

- Fix rare crash on AI group pathfinding
- Fix some cases of soviet soldiers crewing DDR vehicles
- Adjust helo-over-water effect

Hotfix 1.0.2

- Add 3 more save slots

- Fix incorrect images displayed in OpLogs from previous phases
- Remove several background radio chatter tracks that may have caused issues with some speakers
- Fix a bug that leads to the same map being loaded several times at once
- Fix Blind Guardian Stage 3 Convoy issues: losing all VPs after the stage's end and convoys not having enough time to exit. Removed a direct link between convoy spawn point and enemy spawn nodes. Adjusted the enemy army list to better reflect an average Soviet armored unit.
- Fix Blind Guardian Stage 2: two zones running out of VP too early
- Fix Blitz card description - DP/SP gain values were mixed up
- Fix LOSTool key bind not saved
- Restore Coalition colors game option (translation WIP)
- Fix Regipedia infantry stats not always reflecting their real counter-parts
- Fix Afterword not immediately becoming available after finishing the final operation
- Fix control lock when finishing the game session in Free Camera mode
- Fix previous operation kill lists persisting in the Post-Operation stats window

Hotfix 1.0.1

This should resolve several critical issues:

- Fixed a crash in certain cases when Regipedia was closed during an active game
- Removed a legacy pop-up hint with malformed message
- Removed ability to start a Mobile Defense on several maps that don't yet have Mobile defense points set-up (they will be, just a bit later)
- Fixed Regipedia unit descriptions not updated when changing the language
- Fixed Russian localization missing some text
- a few other smaller issues

Pre-Release Notes and Answers

The release is almost here.
So, let's go through some of the most popular questions

Release time



The release is planned to happen at 10:00 AM GMT 16th August.



Price



The game's 'base price' is 29.99$, with most of the regional prices following standard Steam conversion rates.
Consider taking advantage of a -15% discount that will be active during the first week after release, reducing the 'base price' to 25$.




Content



4 major multi-stage Operations & 3 smaller Interludes - involving units from all represented armies and tied into a single plot-line.

Attack, Mobile Defense & Meeting Engagement skirmish game modes playable over 19 Maps - now also updated with pre-battle engineering features from Operations.

Available armies:

  • USSR - 5 Regiments, 20 Task Forces
  • USA - 5 Regiments, 17 Task Forces
  • East Germany - 3 Regiments, 14 Task Forces
  • West Germany - 5 Regiments, 18 Task Forces
  • Belgium - 3 Regiments, 13 Task Forces
  • United Kingdom - 2 Task Forces


More than 100 different units are available, without accounting for infantry squad variants and national variants of the same exact chassis.




Supported languages include English, Chinese, French, German, Italian, Polish, Portuguese, Portuguese-Brazil, Russian, and Spanish.

National unit voice reports have been added to US, USSR, Germanies, and Belgium (wasn't present in the Press Preview version, but will be available on release)

Demo



Sadly, the time constraints meant that the choice had to be made - I've decided to focus on polishing the release version instead of preparing the demo build along with it.

Hopefully, prior demos, a month-and-half-long playtest, and dozens of Streamer's previews on YouTube have provided enough data to make an informed decision :)

Regardless, it's still quite possible a demo will become available later.



Future



We have already started to work on post-release content, so you can expect Regiments to grow and evolve with more nations, operations, maps, features, and game modes.
Nations that are already in the game will be fleshed out further, new ones will be added too.

Fully integrating the forces of the British Army of the Rhine and adding support for motorized & air-assault infantry remains our priority mid-term goals in the months to come.








That wraps up the key questions.
Thanks, and see you on the other side of the release date!