Players now have the option to enable permadeath and/or Fate Points at the start of their campaign. Permadeath means that if your Commander is killed or seriously injured, your campaign ends. Fate Points are hidden from the player but will turn a potentially deadly hit on the player tank into a miss, a few times per day.
The Armour Penetration procedure has been revised and improved
Enemy trucks and half-track transports may now be spawned carrying infantry, which they will unload next to the player if they can
Player squad members are now tracked individually, and may be different tank models than that of the player
Fixed a serious bug where crewmen who were killed when the player’s tank was knocked out were brought back to life after the End of Day screen was shown
Objectives on the Campaign Day map are now Targets of Opportunity, which are spawned randomly but still provide a Victory Point bonus for capture
Units can engage in Close Combat; the player can attack enemy units in the hex directly in front of them if the Driver is on a Drive command, and enemy infantry squads can assault the player squad
Enemy infantry and guns can be dug-in, entrenched, or fortified, making them much more difficult to destroy
Pop-up messages can now highlight a hex on the Campaign Day or Scenario map. The animation needs improvement but it does a better job of indicating where on the map the event is taking place
Fixed a serious bug where enemy units that moved off the Scenario map caused the game to crash. Units will now leave the battlefield properly.
Added a few French units for 1940 but the full campaign is not yet ready, the Battle for France campaigns will be added in future development builds and will be available for play from Alpha 13
ADD: Smoke rounds for some tank models, mostly in Late War ADD: Display of fatigued status for crewmen ADD: German Motorcycle Infantry to September Campaign ADD: Finnish 76 K/02 Gun ADD: Light/Heavy ground pressure to some vehicles, modifies bog chance ADD: Campaign Options: player can choose whether to enable commander permadeath and/or fate points at start of campaign ADD: French H35, H35 (Late), SOMUA S35, and R35 (Late) tanks ADD: Half-Tracked movement class ADD: SPW 251/1 to German AI units ADD: Some messages will pause on the screen for longer: sniper attacks, gun breakdown CNG: Appearance of campaign selection menu CNG: Revised AP calculation procedure CNG: Trucks will now either be transporting an infantry squad or HMG team, or be carrying cargo. Certain types of cargo are worth bonus VP when destroyed. CNG: Broken or jammed weapons now indicated in unit info display CNG: Player squad members now tracked individually, can be different models from player tank FIX: Added missing stone road generation odds for Nordic region FIX: Dead crewmen now have fatigue set to 0 FIX: Fighting Withdrawl -> Fighting Withdrawal FIX: Dead crewmen now properly shown as such on End of Day screen FIX: Dead crewman miraculously recovering after End of Day screen is shown
ADD: Crewmen may lose fatigue points during resupply ADD: Stone/improved roads on CD map ADD: Pop-up messages can now highlight a hex zone on the Campaign Day map and appear adjacent to it CNG: Main Gun menu tab now “Supply”, removed Support tab CNG: Support options now hidden when moving into friendly zone on Campaign Day map CNG: Objectives now Targets of Opportunity: added via random event, always in high enemy strength zones but provide substantial VP bonus if captured
ADD: Close Combat procedure for player squad; phase and command appears when driver is on Drive command and there are 1+ infantry or gun units in hex immediately in front of player squad ADD: Dug-in and entrenched status for AI infantry and guns; less likely to move, units can be spawned as such or can attempt to dig-in during their activation; reduces effectiveness of firepower attacks; status lost if unit moves ADD: Fortified status for AI infantry and guns; small arms and MGs much less effective, HE hits may destroy fortifications ADD: Rubble terrain type ADD: Possible to use Fate Point if player character is hit by a sniper, turned into a near-miss ADD: Range AP modifiers for AT rifles ADD: New random events: Enemy air attack on player, enemy artillery attack on player ADD: First Aid command, gives bonus to any other crewman trying to recover from Critical Wound, being Stunned, or Unconscious ADD: Small chance of weapon breakdown after use for player ADD: New random event; enemy infantry assault on player ADD: Pop-up messages can now highlight a hex zone on the scenario map and appear adjacent to it CNG: Improved appearance of unit smoke CNG: Modified success odds and effect of air and artillery attacks CNG: Slightly decreased chance of a direct hit from air/arty attack CNG: Slightly increased base length of time that pop-up messages are displayed FIX: Bug where firepower for air and artillery attacks was not actually applied FIX: Bug where enemy unit spawn would freeze game if 2+ units of the same class were rolled FIX: Crash upon a crewman getting hit by a sniper FIX: Bug where RoF bonuses were not stacking properly FIX: Crewmen with Critical Wounds now check for death/recovery properly each turn FIX: Bug where AI units were not accumulating move bonuses properly FIX: Crash when attempting to remove AI units that had moved off the scenario map FIX: No shock test if player tank has been destroyed
The development build has been updated to Alpha 12 Release Candidate 1. This means that all the features and fixes are in place for Alpha 12, but it still needs some more testing before I can make it more generally available. This version fixes a couple long-standing bugs: a crash that occurred when AI units moved beyond the edge of the scenario map, and another bug where crewmen would rise from the dead upon the start of a new campaign day.
I’ve added a few French tanks but the full Battle of France campaign isn’t ready yet (it needs quite a few new German AI units) so that will have to wait for a post-Alpha 12 development build.
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I’ve uploaded a new work-in-progress development build to the usual location. Important additions include smoke ammo (mostly for late-war tanks) and the start of a close assault system. Right now only the player can initiate close combat, but this will be expanded in the future so that AI unit can also assault the player squad.
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ADD: Finnish national definitions, flag, start of a Winter War campaign ADD: Soviet armoured cars BA-20 and BA-6, ZIS-5 truck, SU-12 SPG, BT-7A artillery tank, 45mm obr. 1932 anti-tank gun ADD: Turret-mounted weapons can now have a list of directions relative to the vehicle hull through which firing is not allowed ADD: Fatigue system for crewmen: reduces skill effects by 1% per point, fatigue is accumulated through combat but a higher Morale stat will reduce the amount added ADD: Birthdays for crewmen, crewman will age by one year if their birthday passes ADD: “Target Focus” skill: reduces negative effect of precipitation when firing a Gun ADD: Final campaign summary displays outcome for player character: KIA, Discharged, or Transferred ADD: Crew may receive a promotion to a higher rank depending on their level, check is made automatically once per week CNG: Knowledge stat now increases all skill bonuses CNG: Removed the ‘Map Areas Defended’ stat, was never working properly CNG: Dead and seriously injured crewmen won’t be replaced until resupply or end of day CNG: Improved design of weather info console FIX: Bug where if player set the default ammo load, it was still possible to add more ammo FIX: Bug where if the campaign day had ended but player was still in a scenario, if the game was saved and continued it would not progress past the campaign calendar level, and the scenario object was never deleted FIX: Bug where sound system would not be properly re-initialized if sounds were re-enabled in the options menu FIX: Minor display bug where a tank’s nickname may overwrite the unit type’s nickname (eg. Firefly) FIX: Spinning wheel of death sometimes on Windows during long automated sequences; have added additional console flushes within loops, seems better now FIX: Pathfinding function for hexmaps, can now detect when generated Campaign Day rivers and bridges make it impassible
ADD: Current tank info now displayed when considering whether to choose a new tank model during refits FIX: Crash at start of refitting weeks
ADD: Hatch toggle command in crew menu tab ADD: Random event where crew lose a number of fatigue points equal to their morale stat ADD: Check to ensure that a live driver is in the position before movement on the map proceeds ADD: Command to abandon tank; penalty of 1/2 of VP earned that day CNG: Improvements to appearance of snow-covered Campaign Day map CNG: Fighting Withdrawl mission now awards 0 VP for capturing enemy-held zones, but a bonus 1 VP per enemy unit destroyed CNG: Time required to travel to front lines reduced CNG: Slight change to order of events after a scenario finishes; should improve handling end of day either during or immediately following a scenario
ADD: If no crewman has an open hatch on player tank, much greater chance of being ambushed at start of scenario ADD: If player tank is tagged as “recce”, less chance of being ambushed ADD: Random events: random enemy AFV is immobilized; random unspotted enemy unit is revealed ADD: Withdraw command for Driver: can withdraw from a scenario if no enemy units are within 2 hexes, player moves to random adjacent friendly-controlled hex zone on the Campaign Day map ADD: When spawning enemy units, once a unit type as been selected for a given class, that type will be used for all further units of that class spawned in this scenario ADD: Weapons can jam upon use, but operating crewman automatically tests to unjam at start of every player turn; also automatically unjammed at the end of a scenario FIX: Crash when a crewman is Stunned and then tries to use a skill FIX: Crash when AI units hit with 75LL gun FIX: Crash if player tried to cycle ammo type on an MG weapon FIX: Bug where skill bonuses were not being calculated properly FIX: Minor display bug in air attacks FIX: AP modifiers not being calculated properly CNG: Unarmoured targets now take an AP test to be destroyed rather than an AP hit applying firepower CNG: If an ambush occurs, enemy units now much more likely to attack player or player squad during their initial activation CNG: Player presses Enter rather than Tab to confirm fire attack CNG: Area attack effect modifiers now rounded to a single decimal place CNG: Simplified smoke cover system
Although I intially started working on what would eventually become this game in February 2016, it took quite a few false starts and blind alleys until I finally figured out my approach and started in earnest on the current iteration on January 2, 2019. Here’s to at least another year of further improvement and development!
I’ve uploaded a new work-in-progress development build to show off what I’ve been working on over the past few days. In addition to minor changes and bugfixes, I’ve added the start of a Finnish Winter War campaign that shows off winter conditions quite well. It’s not finished yet; more detail needs to be added to the campaign calendar weeks.
Full changelog will follow with Alpha 11.
Edit: This build has already been updated a few times today with new features and bugfixes, the most recent is version “0.11.0 01-01-20c”
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