Alpha 10.1

The downloadable release has been updated to 10.1, which fixes a crash when the player sets a tank nickname.

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Alpha 10

Alpha 10 has been packed up and is now available to download. No enormous new additions, but a number of important changes and fixes in this update.

Download Alpha 10.0

Full changelog follows:

General

ADD: Appropriate (I hope!) age and rank set for new crewmen
ADD: A* path function for campaign day map, used when generating rivers and bridges
CNG: New experience point and leveling system for player crew
CNG: Revised environmental conditions display console in both campaign day and scenario layers
CNG: Enemy unit class spawn odds now stored once in each campaign file, but weeks can modify odds as needed
FIX: Minor display bug when changing game options in the in-game menu
FIX: Bug where resuming a game saved within a scenario would not enter the scenario upon load

Campaign Calendar

ADD: Campaigns can set average enemy resistance levels for that week
CNG: Method of rolling for combat days
FIX: Bug where new week would not start on correct calendar day

Campaign Day

ADD: Rivers and bridges now generated on the Campaign Day map
ADD: Player cannot proceed across rivers unless a bridge is present
ADD: Odds of dirt road generation on campaign day map to region definitions
CNG: How enemy strength levels in zones are calculated
CNG: Standardized cost of support request to 10.0 points per request granted
CNG: Moving with an active air/artillery support request adds time: +10 mins for air, +15 mins for artillery
CNG: Destroyed units from player squad only replenished when player requests resupply
CNG: If player moves in enemy-held zone and no scenario is triggered, possible that requested support level is still depleted
CNG: Reorganized right column, made day mission console much smaller and gave more space to Zone Info display
KNOWN ISSUE: Campaign Day maps can sometimes be generated where rivers block all paths to the opposite hexrow – working on it

Scenario

ADD: Possible direct hit from air and artillery attacks: destroys infantry and gun units, unarmoured or open-topped vehicles, and doubles effective firepower on armoured targets
ADD: Moving from Woods and Marsh terrain requires an extra bog check before movement begins
ADD: Reposition command for Driver: generates new terrain / HD status (also for rest of squad), always successful, but bog and breakdown checks are required
ADD: Sound effects for: moving shells to/from the ready rack; generating smoke from a grenade or mortar; toggling crew hatch; hull down save
CNG: Terrain for destination hex now used for normal bog checks
CNG: Must have a clear friendly-controlled path to lower map edge or else no resupply possible
FIX: Minor bug where player could become bogged from pivoting after they were already bogged from movement (no additional effect, but did show notification twice)
FIX: Lack of message when enemy unit takes FP and would have to take a pin test but is already pinned

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Alpha 10 RC 1

The development build has just been updated to Alpha 10 release candidate 1, which fixes a number of bugs and crashes from recent dev builds.

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Development Build – 24 December 2019

I’ve uploaded an in-progress development build to the usual download location as I work on Alpha 10. A number of minor improvments and fixes already in this version compared to Alpha 9.2:

General

ADD: Age and rank set for new crewmen
CNG: New experience point and leveling system for player crew
CNG: Revised environmental conditions display console in both campaign day and scenario layers
FIX: Minor display bug when changing game options in the in-game menu
FIX: Bug where resuming a game saved within a scenario would not enter the scenario upon load

Campaign Calendar

ADD: Campaigns can set average enemy resistance levels for that week
CNG: Method of rolling for combat days

Campaign Day

ADD: Rivers and bridges now generated on the Campaign Day map
ADD: Player cannot proceed across rivers unless a bridge is present
ADD: Odds of dirt road generation on campaign day map to region definitions
CNG: How enemy strength levels in zones are calculated
CNG: Standardized cost of support request to 10.0 points per request granted
CNG: Moving with an active air/artillery support request adds time: +10 mins for air, +15 mins for artillery
CNG: Destroyed units from player squad only replenished when player requests resupply
CNG: If player moves in enemy-held zone and no scenario is triggered, possible that requested support level is still depleted

Scenario

ADD: Possible direct hit from air and artillery attacks: destroys infantry and gun units, unarmoured or open-topped vehicles, and doubles effective firepower on armoured targets
ADD: Moving from Woods and Marsh terrain requires an extra bog check before movement begins
ADD: Reposition command for Driver: generates new terrain / HD status (also for rest of squad), always successful, but bog and breakdown checks are required
ADD: Sound effect when moving shells to/from the ready rack
CNG: Terrain for destination hex now used for normal bog checks

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Alpha 9.2

A crash upon getting the allied air or artilerry attack as a random event during a scenario has been fixed. Games saved under Alpha 9 and 9.1 are both compatible with this new version. Download Alpha 9.2 here.

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Alpha 9.1

Two fixes have been applied to the game, thanks to RafaƂ Karczmarczyk for the bug reports! Download link for Alpha 9.1 is the same, campaigns begun with Alpha 9 are also compatible with 9.1

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Alpha 9

Alpha 9 is now available for download. There’s likely to still be some bugs and crashes present, so please do let me know about them via email (address in readme) or by posting an issue on the GitHub page. Changelog follows:

General

ADD: Canadian nation definitions, Canada’s Best campaign, Commonwealth Sherman II, V, and VC units
ADD: AI units to Patton’s Best and Canada’s Best campaigns: Panzer VIe Tiger, Panzer VIb King Tiger, Marder III M, Jagdpanzer IV, Jagdpanzer 38(t), PSW 234/2 Puma
ADD: AI unit to Poland and Liberation campaigns: Renault FT (MG)
ADD: Unit portraits for: PaK 43, 8.8cm FlaK 18 o. 36, 76.2mm obr. 00/02P
ADD: “Enemy Spotted!” skill; less chance of being ambushed at start of scenario
ADD: Game option to set pause length when a message window is displayed
ADD: Additional portraits for Sherman variants
ADD: Snow and Deep Snow ground conditions
ADD: Light Snow, Snow, and Blizzard precepitation and animations
ADD: Campaigns now set regions that determine terrain types on campaign map, seasons, and weather conditions for each season
ADD: 7.5cm leIG 18 Infantry Gun for German forces
ADD: Artillery support in Poland Campaign
CNG: Tank portrait for main menu now randomly selected from all tanks and tank destroyers in unit list
CNG: Removed campaign log; instead records for each campaign day are recorded for the campaign and exported at end
CNG: Campaign ends if commander is killed or seriously injured
CNG: Revised VP award amounts
CNG: Small changes to campaign day mission parameters
CNG: Completed list of combat calendar weeks for Patton’s Best and Canada’s Best campaigns

Campaign Calendar

ADD: Command to set tank name if none set already
ADD: ‘end_date’ for campaign weeks; can end a combat week before the full 7 days passes
ADD: Additional weeks to Patton’s Best calendar
ADD: Refit weeks, during which player can switch to a new tank model
FIX: Message removed when player’s tank is repaired after being immobilized – was causing incorrect screen display

Campaign Day

ADD: Animation when player moves into a new zone
ADD: If player reaches top row of map (or bottom in Fighting Withdrawl), map is scrolled up/down, new map objectives are generated
ADD: Counterattack day mission
ADD: Option to use Advancing Fire when entering an enemy-held zone: uses HE rounds but may pin enemy infantry and gun units if a scenario occurs
CNG: Resupply command tab is now Main Gun tab, allows player to manage Ready Rack for main gun
CNG: 2+ zones can be captured in a single action by enemy in Battle and Fighting Withdrawl missions
CNG: Support attacks now reverted to earlier design, except that player must commit to request attempt and then move without knowing outcome

Scenario

ADD: Message for when vehicles are unaffected by firepower resolution
ADD: Possible ambush at start of scenario if zone is enemy-controlled: enemy units more likely to spawn behind player, and they activate first
ADD: AP impact may knock weapons off target, clearing all acquired targets
ADD: Sound effect when changing crew command
ADD: Chance of player getting bogged down after moving or pivoting, drive can attempt unbog in next turn
ADD: Animation and effects for Light Snow, Snow, and Blizzard precipitation
ADD: Ready rack contents and Rate of Fire odds display to contextual console
ADD: Option of reloading from Ready Rack, effects, command to manage RR contents
CNG: End of campaign day no longer ends a scenario; instead, enemy units start to withdraw from the battlefield
CNG: Light Artillery Car now spawned along with an armoured locomotive
CNG: Acquired Target bonus for point fire and area fire slightly higher at long range
CNG: Armour Penetration checks can now be modified to 0% or 100% chance, meaning that penetration is impossible or automatic, no roll required
CNG: Minor display and layout changes
FIX: Bug where unarmoured vehicles would not be affected at all by AP hits
FIX: Bug where smoke on player units could disperse right at start of first turn
FIX: Rare crash upon trying to spawn enemy units

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Alpha 9 Release Candidate 1

I’ve uploaded RC 1 for Alpha 9 to the usual development build location. It includes a number of new features and fixes, full changelog to follow once I’ve had a chance to properly test it. There’s likely still bugs and crashes present but I’ll do some unit testing over the next few days and try to iron them out.

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Development Build – 30 November 2019

I’ve updated the current development build with a few fixes and new features, including:

Permadeath: If your commander dies or is seriously injured, your campaign ends
Campaign Day Map Scrolling: If you reach the final row of the campaign day map, a new region will be generated
Bogging: Player tank may get bogged down after movement, odds depend on ground conditions and starting terrain

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Development Build – 16 November 2019

I’ve uploaded a new work-in-progress development build, as I work toward Alpha 9. An initial changelog follows to highlight what is new from Alpha 8:

General

ADD: Canadian nation definitions, Canada’s Best campaign, Commonwealth Sherman II, V, and VC units
ADD: AI units to Patton’s Best and Canada’s Best campaigns: Panzer VIe Tiger, Panzer VIb King Tiger, Marder III M, Jagdpanzer IV, Jagdpanzer 38(t), PSW 234/2 Puma
ADD: AI unit to Poland and Liberation campaigns: Renault FT (MG)
ADD: Unit portraits for: PaK 43, 8.8cm FlaK 18 o. 36, 76.2mm obr. 00/02P
ADD: “Enemy Spotted!” skill; less chance of being ambushed at start of scenario
ADD: Game option to set pause length when a message window is displayed
ADD: Additional portraits for Sherman variants
CNG: Tank portrait for main menu now randomly selected from all tanks and tank destroyers in unit list
CNG: Removed campaign log; instead records for each campaign day are recorded for the campaign and exported at end

Campaign Calendar

ADD: Command to set tank name if none set already
ADD: ‘end_date’ for campaign weeks; can end a combat week before the full 7 days passes
ADD: Additional weeks to Patton’s Best calendar
ADD: Refit weeks, during which player can switch to a new tank model
FIX: Message removed when player’s tank is repaired after being immobilized – was causing incorrect screen display

Campaign Day

ADD: Animation when player moves into a new zone

Scenario

ADD: Message for when vehicles are unaffected by firepower resolution
ADD: Possible ambush at start of scenario if zone is enemy-controlled: enemy units more likely to spawn behind player, and they activate first
ADD: AP impact may knock weapons off target, clearing all acquired targets
ADD: Sound effect when changing crew command
CNG: Reduced time required to get a response from a support request
CNG: End of campaign day no longer ends a scenario; instead, enemy units start to withdraw from the battlefield
CNG: Light Artillery Car now spawned along with an armoured locomotive
CNG: Acquired Target bonus for point fire and area fire slightly higher at long range
CNG: Armour Penetration checks can now be modified to 0% or 100% chance, meaning that penetration is impossible or automatic, no roll required
CNG: Minor display and layout changes

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