Alpha 12

Alpha 12 is now available to download. Some of the more significant changes are listed below, followed by the full changelog:

  • 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

General

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

Campaign Day

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

Scenario

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

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