1.5.1: - Fixed BTR-D related crash in newly generated Warpaths - Fixed DLC content being available to everyone - Minor localization fixes 1.5.3: - Potential fix for units attacking each other outside of maximum range 1.5.4: - Fixed vehicles with hull-fixed weapons ignoring move o
1.5.1:
- Fixed BTR-D related crash in newly generated Warpaths
- Fixed DLC content being available to everyone
- Minor localization fixes
1.5.3:
- Potential fix for units attacking each other outside of maximum range
1.5.4:
- Fixed vehicles with hull-fixed weapons ignoring move orders occasionally
- Fixed Kub and Pion not gaining veterancy
- Fixed garrison infantry tooltip images
- Fixed ATGMs targeting infantry-only platoons
- Fixed FDR Mi-2T livery
- Fixed AAA having way less effectivness against infantry than intended
The Final Update is out! This one has quite a bit of changes and content and I haven't released patches in more than a year, so brace for some bugs and hotfixes in the coming days. GOG version and demo version will be updated as soon as no critical issues remain. Changelog: Added
The Final Update is out!
This one has quite a bit of changes and content and I haven't released patches in more than a year, so brace for some bugs and hotfixes in the coming days.
GOG version and demo version will be updated as soon as no critical issues remain.
Changelog:
Added UK BG Campbell - FV-432-focused regiment
Added West German Arbeiterkampfbrigade Leipzig - FDR Rebels regiment
Added Polish 30. Pułk Zmechanizowany - balanced mechanized regiment
Added East German KG "Kaspar" - mixed motorized/heliborne regiment
Added Soviet BTR-D/RD/ZD serie of vehicle
Added UK Puma HC.1 - which means UK airmobiles are now split between ATGM-heavy small platoons in Lynxes and big para platoons in Pumas
Added UK FV120 MCT anti-tank vehicle
Added Polish Hibernyt AAA vehicle
Added Soviet and CSLA 2S7 Pion - only in a single Task Force per nation. It's out of scale, but well, we had the model available and it's the last patch
Added West German F-4F Guided strike Tac Aid
Added Steam achievements - they will automatically pick-up your progress in Operations, but not for Warpaths as there was no reliable data saved in previous versions
Added Skirmish options persistence - all settings would be remembered for next sessions
Added Move to Contact behaviour - when Attack Move command is issued to unarmed platoons and platoons in Hold Fire mode, they will move until they spot a target
Added mech squad survivor transfer: there's a 45% chance for each trooper to survive the loss of their transport and regroup with a nearby squad (if they have unfilled position)
Added helo-specific retreat behaviour: helos will retreat to closest map edge or retreat zone, trying to avoid AA platoons
Added last-known-position marker that stays for some time after losing LOS to enemy platoon: fades out fast for mobile targets, stays for several minutes for entrenched ones
Adjusted "recon by artillery": wrecks will be hidden until spotted, dead soldiers and floating points won't be displayed for enemy units killed outside of line-of-sight.
Added ability to select same-side opponent in Warpaths
Added maps "Crucible", "Blumenthal", "Wasteland" to Skirmish
Added alternative map variants from Winds of Change to Skirmish
Adjusted half a dozen existing maps that weren't setup for Warpaths
Added slogan decal system to UK units
Adjusted TFs to spread out new units, rebalance some outliers, reduce Belgium spamminess
Adjusted Air Patrol TacAid: increased delay befor next run if the plane was suppressed or paniced during the current one
Adjuted tracked APC platoons prices to match those of wheeled APC platoons in Operations and Warpaths
Adjusted garrison platoon sites and (Rear) AI platoons to be infantry-only, added slightly more troops to compensate
Fixed AI helicopters always wasting last ATGM due to early low-ammo retreat
Fixed artillery behaviour when it receives a new artillery attack command during an existing fire mission
Fixed napalm and cluster TacAid strikes always reporting a miss
Fixed unit follow camera twitching in some cases
Adjusted Hellfire missile textures on AH-64, courtesy of Phlogis
Fixed Mi-8T decals
Fixed AMX-13 DCA turret shape
Fixed Nona-S model
Slightly reduced the noise values of infantry ATGMs and recoiless rifles
Adjusted Skirmish random atmosphere selection to select only daytime atmospheres
Optimization passes and bugfixes
Hotfix 1.5.1:
Fixed BTR-D related crash in newly generated Warpaths
Hi all, long time no see! Recap It has truly been a long time, so it's worth to recall where we've stopped. After the 1.4.5 patch back in September ’24 I promised to release the Final Update after a short rest. But frankly I was burned out after working on Regiments almost non-st
Hi all, long time no see!
Recap
It has truly been a long time, so it's worth to recall where we've stopped.
After the 1.4.5 patch back in September ’24 I promised to release the Final Update after a short rest. But frankly I was burned out after working on Regiments almost non-stop since 2016, so the hiatus went much-much longer. I had to figure out things going forward, and try out some ideas for the next project.
While I'm mainly focused on said next project, it felt wrong to not give Regiments a proper send-off. After some deliberation, I've decided to focus on the promised final update.
Better late than never, right?
Planned Content
This is what can definitely be expected:
Several new units. Some will patch up the gaps in the existing rosters - like the BTR-D line of vehicles for VDV forces, - while others are more 'flavour' additions like the Polish Hibernyt.
At least one new regiment
Steam Achievements
Male announcer voice as an option
Smarter retreat logic for both transport and combat helicopter groups
Mechanized infantry that have lost their transport may now reinforce the surviving squads in their platoon
A wealth of balance adjustments and fixes based on the feedback received since the last patch
Schedule
I'm currently aiming for mid-April (but you know how these things may go).
Next Project
There are probably a lot of questions, but the project is still in very early stages of development and it's not possible to talk much about it. It's not Regiments 2, but still tangentially related and will feature a lot of familiar hardware.
- Added skirmish-style pricing for War Paths as a starting option: "Individual" is skirmish-like, "Class-based" is operations-style prices - Added patrols for Recon-in-Force and Raid missions: some of the deployed enemy platoons will switch to patrolling behaviour - Adjusted the
- Added skirmish-style pricing for War Paths as a starting option: "Individual" is skirmish-like, "Class-based" is operations-style prices - Added patrols for Recon-in-Force and Raid missions: some of the deployed enemy platoons will switch to patrolling behaviour - Adjusted the way Recon-in-Force and Raid mission reduce the maximum number of units in a platoon: Recon, Recon Helicopters, Armored Cavalry, and Mechanized infantry platoons with stealth rating will deploy at their normal strength - Adjusted Alt+Move to work with transport helicopters - a move ordered in such a way will also unload the helicopters at the destination point, similar to how Alt+Move works for mechanized infantry - Adjusted the alternative stages generation to have fewer cases where both Main and Alternative courses of action have the same mission
- Added enemy national icon to the Courses of Action menu - Added enemy information on the War Paths results screen - Adjusted the frequency of the 'smaller' nations encountered during War Paths - Adjusted the Operational Authority gains from Recon-in-Force and Raid missions: less OA per zone, more OA granted on completion (100 OA difference)
- Adjusted French 6 DLB to better fit the theme of the formation: Replaced AMX-30 platoon with an airborne infantry platoon. - Adjusted ADATS speed when fired at ground targets - Adjusted Sheridan to have slightly more stealth rating - Replaced Recon TA with Smoke TA for US 82nd AB - Added Recon TA to US 11th ACR
- Fixed tooltips not working for War Paths starting options - Localization fixes and name adjustments - Fixed Dutch not having Taking Fire voice reports - Fixed Dragon ATGM not firing at max range - Fixed Luchs MG texture issue
- Fixed FFAR & Gun TAs targeting helicopters and failing to engage (guns can engage normally, FFARs will ignore helicopters) - Fixed Convoy missions providing less VP than intended - Fixed Advanced Tutorial Supply step - Restored better French names for War Paths - Fixed some
- Fixed FFAR & Gun TAs targeting helicopters and failing to engage (guns can engage normally, FFARs will ignore helicopters) - Fixed Convoy missions providing less VP than intended - Fixed Advanced Tutorial Supply step - Restored better French names for War Paths - Fixed some French localization issues
- Potential fix for crash on deploying specific platoons in War Paths mode (like Leopards from TF Louise and TF Yukon) - Restore Air Patrol to French forces 1.4.3a/b: - Another potential fix for the issue
- Potential fix for crash on deploying specific platoons in War Paths mode (like Leopards from TF Louise and TF Yukon) - Restore Air Patrol to French forces
- Air Patrol adjustments: when engaging helos, planes will fly slower and shoot from a shorter distance - Fixed aircraft missiles not being affected by IRCM - Fixed targeted air weapons having full accuracy despite being suppressed - Fixed event cards not being restocked in later
- Air Patrol adjustments: when engaging helos, planes will fly slower and shoot from a shorter distance - Fixed aircraft missiles not being affected by IRCM - Fixed targeted air weapons having full accuracy despite being suppressed
- Fixed event cards not being restocked in later phases of War Paths - Fixed Canada missing from skirmish AI force options - Fixed infantry platoons not being affected by area-of-effect weapons under certain conditions
- Adjusted T-80BV, T-72B, T-64BV slightly to better diffentiate them - Added Air Assault unit class article to Regipedia - Adjusted Soviets to use Strela-3 - Fixed some text issues and crashes
I don't know about you but if a game starts its Steam description with apocalyptic, four horsemen imagery - I'm in. Even more so if it's a Cold War RTS like Regiments , which is just as well because that's exactly how this game talks about itself. Two years after launch the first
I don't know about you but if a game starts its Steam description with apocalyptic, four horsemen imagery - I'm in. Even more so if it's a Cold War RTS like Regiments, which is just as well because that's exactly how this game talks about itself. Two years after launch the first DLC has dropped for this strategy sim, and it's got a hell of a lot going on in it.
Adjusted Air Patrol to refund up to 10 points spent, depending on how much runs they did Fixed reload progress not displayed for artillery Fixed CH-53G rotor looks Fix a missing UK command TF and adjust TFs around a bit to feature more paras Fixed SIGINT tooltip missing actual nu
Adjusted Air Patrol to refund up to 10 points spent, depending on how much runs they did
Fixed reload progress not displayed for artillery
Fixed CH-53G rotor looks
Fix a missing UK command TF and adjust TFs around a bit to feature more paras
Fixed SIGINT tooltip missing actual number of phases
Fixed a raid objective in Saber Cut retreating at the start of the game under certain conditions
Fixed recoiless rifle name on OT-62B, OT-65A and elsewhere
Greetings, commanders! We are thrilled to announce that the long-awaited "Winds of Change" DLC for Regiments is now live! We want to extend our heartfelt thanks to all our dedicated fans and players for your support, enthusiasm, and feedback throughout the development process! Yo
Greetings, commanders!
We are thrilled to announce that the long-awaited "Winds of Change" DLC for Regiments is now live!
We want to extend our heartfelt thanks to all our dedicated fans and players for your support, enthusiasm, and feedback throughout the development process! Your passion for the game has driven us to bring you an expansion filled with exciting new features and content, and we can't wait for you to dive into it.
This DLC introduces the all-new procedurally-generated 'War Paths' mode, where you can lead your regiments through unpredictable and dynamic campaigns.
Alongside this, you'll encounter more than 70 new units, including air assets like heliborne infantry and fighter jets, offering a fresh tactical experience. The French, Dutch, Canadian, and Czechoslovakian regiments make their debut, each bringing unique strategies to the battlefield. We're excited for you to explore the new tactics and strategies this expansion offers and see how they redefine your approach to combat.
Thank you once again for your continued support, and we hope you enjoy the new adventures and challenges that "Winds of Change" brings. See you on the battlefield!
The Winds of Change are gaining strength. The DLC release is almost here. So, let's go through some of the questions. Release time The release is planned for 11:00 AM BST / 06:00 EDT / 03:00 AM PDT 16th August. Price The DLC is priced at $ 12.99 USD , and most regional prices fol
The Winds of Change are gaining strength. The DLC release is almost here. So, let's go through some of the questions.
Release time
The release is planned for 11:00 AM BST / 06:00 EDT / 03:00 AM PDT 16th August.
Price
The DLC is priced at $ 12.99 USD, and most regional prices follow standard Steam currency conversion rates.
DLC Update Process
There are no separate DLC and non-DLC files: everything will be downloaded with the main branch update - you should see version 1.4.0 (or more) in the bottom right corner of the main menu after that. Purchasing the DLC on Steam will unlock the appropriate content.
DLC Content
As noted above, some of the new content will be available immediately, and some will require DLC purchase:
Main Game Update:
Air Assault infantry
Air Patrol Tac-Aids
Towed mortars
New units for existing nations
Revised base-game Regiments and Task Forces to include these additions
New Maps: 2 completely new - Wasteland and Blumenthal, and 6 alternative versions of the existing maps
Revised Ammo System: now with Primary, Secondary, and Squad pools
DLC-only Content:
War Paths mode - featuring the highly customizable, procedurally-generated Operations, described in the previous dev log
Four new nations:
Canada - 3 Regiments, 20 Task Forces
Netherlands - 3 Regiments, 17 Task Forces
France - 3 Regiments, 19 Task Forces
Czechoslovakia - 4 Regiments, 20 Task Forces
Plus a new Soviet regiment, representing the Central Group of Forces, stationed in Czechoslovakia - with 3 new Task Forces
Note: War Paths' new features, like Courses of Action and Signal Intelligence, won't be added to existing Operations, as they are balanced around not having those. The unit roster in Operations will also remain largely the same, as the save structure makes changes complicated.
Limitations
As occasionally happens in game development, not everything makes it to the finish line in time.
No Air Assault platoons for AI: Sadly, the planning and coordination involved in using those are beyond the current AI architecture. It is the same reason there are no AI Supply platoons. It requires a significant AI rewrite, which I'm planning to do anyway, but may take some considerable time.
New Maps aren't set up for Skirmish yet and are available only in War Paths mode. This will be addressed in one of the patches right after the DLC release.
Thanks, and see you on the other side of the release date!
Hi, everyone! Release Date Confirmed First things first: The release date is determined and the DLC will launch August 16th , two years after the original release of Regiments. War Paths No less important is a first proper look at the procedurally-generated operations - the new m
Hi, everyone!
Release Date Confirmed
First things first: The release date is determined and the DLC will launch August 16th, two years after the original release of Regiments.
War Paths
No less important is a first proper look at the procedurally-generated operations - the new mode called War Paths.
The idea of merging the free-form nature of the Skirmish modes with the deeper mechanics of the Operations mode has been floating around since before the release. And the new War Paths mode is exactly: it allows you to fight through a string of generated battles with a Regiment of your choice while keeping all the defining systems of the fixed Operations and adding some more. As a side note, the new mode assumes you already have some experience with said systems: free-form nature means the experience is far less curated, and depending on the settings, the difficulty curve can be steeper.
The setup screen allows you to customize the planned run significantly. You can select the length of the generated Operation, choose the opposing forces, set the starting conditions, and, of course, the familiar advanced rules. Opposing forces also determine which allies will fight on your side so that they fit the selected area of operations.
Most importantly, you decide on the Regiment you will use. All Regiments present in skirmish are available in War Paths. They will be automatically converted to the operations format.
The Main Body will remain largely the same. The platoon stacks will feature a limited unit count, and two supply platoons will be added to the roster (yes, you can be much more flexible with field resupply now). Task Forces are adjusted more: platoons may be resized, their experience level changed, or their vehicles switched to older or newer models. The conversion process is randomized, so each playthrough will feature unique Task Forces.
Unlike Operations, which use a predetermined sequence of missions, War Paths stages are generated procedurally. Each Stage is set on a map chosen at random from a pool. The pool contains all the current skirmish maps, at least two completely new maps, and more than half a dozen variants of the existing maps (some playing almost like new ones). Each Stage will feature a random mission objective:
Attack
Defense
Meeting Engagement
Raid
Recon-in-Force
Escort
Interception
Some mission types also feature sub-variants for extra replayability. All in all, we're aiming for a few hundred base combinations.
On top of that and as usual with the rest of the game modes, enemy force composition and positions, attack waves intervals, obstacle belts placement, patrols, preparation artillery barrages - are all generated on the fly, making each battle unique.
As a side note, War Paths use separate save slots to avoid competing for real estate with Operations.
The Regiment Management screen should be very familiar for those who've already played Operations. The layout and functions available are largely the same: you spend Operational Authority to upgrade your Regiment, call in new Task Forces, and restore depleted platoons.
Tools of Change
What's new is the 'Courses of Action' menu to the right. After a Stage is completed, you are presented with a choice of two following Stages and can select which one to proceed with. At this point, you can also spend a phase to rest and refit. Rest will restore some of the lost units and get a small number of supplies, but it will cost some of the Victory Points. You can rest only once at the start of a new Stage.
Between the phases of an active Stage, you may abandon your objective and retreat. A retreat may save your force from total defeat, but it comes at a steep cost in Victory Points, on top of whatever you didn't secure on the Stage itself.
Another addition is a new upgradeable parameter: Signal Intelligence. Higher levels allow you to gain progressively more information about enemy forces, starting from simple notifications about arriving enemy groups and progressing to near-real-time updates on the position of enemy groups on the map.
On the downside, Signal Intelligence capabilities degrade every few phases, requiring constant investment to maintain them—and higher levels are costly.
On top of the that, several new event cards have been added to mirror some of the unique capabilities in fixed Operations.
Event Art is work-in-progress
The Arsenal
That is the end of the short overview of the new War Paths mode! To end on the high note, we present an almost* full summary of the units coming in the DLC!
Click to expand *UK Paras and DDR LStR-40 didn't fit slightly
Hi, everyone! After the last two major patches for the main game, 1.0.99 and 1.1.05 , it's time to get back to the DLC business. Wings of Change Release Window First of all, we finally have an approximate release date for the "Winds of Change" DLC: the third quarter of 2024. This
Hi, everyone! After the last two major patches for the main game, 1.0.99 and 1.1.05 , it's time to get back to the DLC business.
Wings of Change Release Window
First of all, we finally have an approximate release date for the "Winds of Change" DLC: the third quarter of 2024. This means sometime between July and September - hopefully sooner rather than later. The exact date will be announced as we get closer.
Czechoslovak BPzV Svatava - a domestic analogue of the BRM-1K - is conducting reconnaissance.
Air Assault
Air Assault and dismounted infantry mechanics are mostly finalized. You may have heard how it works already, but I think it's worth recapping:
An Air Assault platoon is essentially two platoons under one button. Call in transport helicopters, maneuver them into a desired position, and order them to unload - hopefully, far enough away from enemy anti-air weapons. The unloaded platoon is then free to operate as normal, while the helicopters will automatically retreat off-map, trying to avoid known anti-aircraft positions. Retreat or loss of the dismounted platoon will trigger the usual re-deployment delay, after which the platoon can be re-inserted by helicopter.
Canadian CH-135 - a very close relative of the famous UH-1 Huey
Air assault infantry have a much higher stealth rating, can dig in faster, and can't be targeted by anti-tank weapons. All of this makes them particularly strong in their element, with the added advantage of arriving rapidly right where they are most needed. On the other hand, getting caught out in the open can be much more dangerous - there's no way to mount to the safety of armored carriers.
Troopers of the East German air assault regiment, LStR-40, charge ahead, supported by an Mi-24D
There's also going to be at least one non-infantry heliborne platoon: West German CH-53G with Wiesel AWCs on board.
Combat Air Patrol
Combat Air Patrol is a new Tactical Aid option. Several aircraft armed with short-range anti-air missiles will keep watch over a designed area for a period of time. They will stay off-map until the moment they detect aerial threats in the patrol zone. After that, fighters will descend and engage enemy air units in several passes - until they run out of missiles or get mauled by anti-air defences.
An alternative to existing anti-air defenses, CAP is quick to deploy anywhere across the map and allows player to save points for combat platoons. But as always, if you're looking for a solid air defense umbrella, it's crucial to echelon multiple air defense systems, as the single one never guarantees intercepts.
F-4 Phantom swoops down from above: bad day for Soviet Front Aviation
Towed Equipment
DLC also introduces the first type of towed equipment - mortars. Several armies didn't use self-propelled mortars at all: The French had developed a few such vehicles (such as the VPM-81), but they weren't accepted or were intended for export only. The Netherlands had self-propelled mortars in reconnaissance battalions, but otherwise relied on towed versions.
Dutch YPR-765 carrier towing an MO-120-RT mortar
This will also allow to replace the ahistorical self-propelled MTLB-based model, currently used as a stopgap by the Warsaw Pact nations, with the correct towed 2B11 "Sani".
French mortar battery firing for effect
Radar Vehicles
One of the new additions that comes with Czechoslovak army is the 2K12 Kub SAM system. Unlike the other anti-air vehicles in the game, Kub transporter erector launcher doesn't have its own targeting system and relies entirely on the guidance from a dedicated 1S91 radar vehicle.
Guided by 1S91 radar, CSLA Kub launchers engage NATO strike aircraft
Which posed a bit of a problem, as mixed-unit platoons remain technically impossible. Fortunately, we've found a way to get around this and represent a 2K12 battery authentically by making it a special kind of "company". One platoon consists of several Kub launchers, and the other platoon, following closely behind, consists of the radar guidance vehicle. Battery is functional as long as both are alive. For now, it'll be an experimental addition, don't expect a full-scale electronics warfare simulation yet :)
Ammo System Update
The highly visible missiles of the Kub complex also highlighted a long-standing issue: even when units ran out of ammo, the missile models remained in place.
To make the change possible, the abstract platoon-level ammo pool was split into per-unit ammo pools. It's primarily a code change: with a certain amount of cross-loading, the player still doesn't have to get into the micro to check each unit's ammo level. And with separate pools, it is now possible to have a 1-to-1 relation between ammo available and the armament models displayed on the unit.
US AH-64, carrying just half of standard 8 Hellfires, overflies a rebel BMP-1 with its ATGMs entirely spent
After that, it was only natural to add secondary ammo system. This was most useful for helicopters, which usually carry a combination of rockets and anti-tank guided missiles. Both weapon systems are distinct enough and both have limited ammo capacity, so linking them to a single ammo pool always felt a bit wrong. The same was done for tank gun-launched ATGMs and may be applied to a few more systems, where appropriate.
Vehicle Slogans
Something you may have already seen on the barrels of M1A1s since the last patch - certain vehicles will now have randomized stenciled slogans. This takes the existing dynamic vehicle decal system a step further and adds more individuality to the vehicles.
French AMX-10Ps provide suppressing fire as the mechanized platoon advances across the field
Similarly, Canadian vehicles will have an authentic tactical numbering system: vehicles within the same platoon will be identified by letters, with numbers used for company/battalion position.
Canadian M113s on the move - vehicles show letters from A to D, while platoon leader comes with purely numerical designation
That's all for now! Expect next devlog to dive into the procedural operations details. And if you haven't seen the DLC Teaser yet, check it out here:
1.1.11 * Fixed crash related to rare instances of negative reload time * Fixed T-64B1 x 4 platoon actually using T-64B1V units 1.1.10 * Fixed Mobile Defense transports getting stuck * Adjusted Mobile Defense total zone count and game end conditions * Adjusted the sounds of heavy
1.1.11 * Fixed crash related to rare instances of negative reload time * Fixed T-64B1 x 4 platoon actually using T-64B1V units
1.1.10 * Fixed Mobile Defense transports getting stuck * Adjusted Mobile Defense total zone count and game end conditions * Adjusted the sounds of heavy artillery impacts * A few more localization fixes
Mainly fixes for issues that were found since last update * Fixed issues with advancing to next Stage in the Regiment Management screen * Fixed Regiment TacAid upgrade level always cutting down TacAid delay to 50%; now correctly scales with the upgrade level * Fixed unit damage s
Mainly fixes for issues that were found since last update
* Fixed issues with advancing to next Stage in the Regiment Management screen * Fixed Regiment TacAid upgrade level always cutting down TacAid delay to 50%; now correctly scales with the upgrade level * Fixed unit damage shader * (Probably) Fixed helicopter wreck pieces sometimes staying in the air
* Added unit damage to aircraft * Adjusted aircraft and helo death effects * Feature preview - added slogans to M1A1 gun tubes
* Adjusted PIVADS - shorter range, but more accurate * Small attack helicopters get better vision range * Added ACAV platoon type, assigned to tank recon platoons
* Switched infantry squad names to national names * 2-42/6-63 TF names swapped to match unit types * Switched most WG Pionere platoons to Fuchs * Removed BMP-1P from Polish regiments * Added Polish PT-76 with correct model * Fixed combat 6xPT-76 platoon using recon stats * Added FN FNC to Belgian infantry
* Added a fading effects to units and aircraft during spawn/despawn * Added more informative unit names to game log
* Minor optimizations * Switched to a saner version numbering scheme, finally
Added separate smoke grenades visual effect for Warsaw Pact units to better represent the way 3D6 smoke grenades look Fixed issues with an idle animation on some soldier models Fixed Polish engineers using AK-74 Fixed West German transport truck description Fixed Chapparal missil
Added separate smoke grenades visual effect for Warsaw Pact units to better represent the way 3D6 smoke grenades look
Fixed issues with an idle animation on some soldier models
Fixed Polish engineers using AK-74
Fixed West German transport truck description
Fixed Chapparal missile placement
Adjusted mechanized platoons mode change duration so that loading/unloading looks slightly more natural
As usual, there are still ocassional issues with how Steam updates the game. If you consistently crash on a specific Operation, map or unit after the update - try re-verifying the files: right-click on the Regiments in your Steam library -> Properties -> Local Files -> V
As usual, there are still ocassional issues with how Steam updates the game. If you consistently crash on a specific Operation, map or unit after the update - try re-verifying the files: right-click on the Regiments in your Steam library -> Properties -> Local Files -> Verify integrity of the game files
Added new Polish regiment - 36. Pułk Zmechanizowany, focusing on motorized maneuver tactics with SKOT APCs
Added a preview of the Task Forces available for the selected Regiment in Skirmish (hover over the [?] sign to the right of the regiment selection dropdown)
Added a platoon tooltip for preplaced strongpoints
Added an option for an alternative color correction profile in the video settings - with more contrast and saturation
Regipedia now displays whether a unit has smoke launchers or not
Added Polish Assault Engineers armed with RPO Rys
Added BMD-2K - it replaces BMP-1PK in 35th Sep Guards Air Assault Brigade
Added Faktoria ATGM for Soviets
Replaced quite a few SPG-9 weapon teams with Spigot and Faktoriya ATGMs
Multiple Warsaw Pact and Belgian task forces adjusted
HMGs adjusted: accuracy reduced, KPVT damage reduced to match the caliber
Adjusted M109 DPICM: 10pts cheaper, total ammo count adjusted so it can shoot three full bursts