Bugs “Duplicate unit detected” (Luke) - this new error check would mis-report a bug for the player character if there was an acting version of it present. (e.g. The player character was Out of Action). Cottonbalers Anzio 2 had annoying very frequent soft error: “non overlapping v
Bugs
“Duplicate unit detected” (Luke) -this new error check would mis-report a bug for the player character if there was an acting version of it present. (e.g. The player character was Out of Action).
Cottonbalers Anzio 2 had annoying very frequent soft error: “non overlapping victory conditions” (Daniel, Henk, Luke)
AI was not always activating all of the units in a given organization in certain circumstances (Luke) - specifically if they were being maneuvered aggressively (“maneuver_offensive”) . Likely effected scenarios: Anzio Beachhead 2, Montelimar, Vye Les Lures, Siegfried Line. And in Three Nations: Benouville and Meyers Hill.
Bugs Delayed artillery crash (Luke)- If a barrage was delayed till the next turn (common), it would crash the game at the end of the barrage. Duplicate units being created if a core combat unit was fully destroyed (Luke) - root cause of above. Fully destroyed was rare since norma
Bugs
Delayed artillery crash (Luke)- If a barrage was delayed till the next turn (common), it would crash the game at the end of the barrage.
Duplicate units being created if a core combat unit was fully destroyed (Luke) - root cause of above. Fully destroyed was rare since normally one straggler at least was given out at end of the scenario.
Features Prep for next campaign ;-) ‘Side’ of tanks is now wider than before (Patrick, Luke) - reflecting more accurately both reality and the “Panzer War” rules we base our armor system on. This should making getting side shots on enemy armor easier. Of course that cuts both way
Features
Prep for next campaign ;-)
‘Side’ of tanks is now wider than before (Patrick, Luke) - reflecting more accurately both reality and the “Panzer War” rules we base our armor system on. This should making getting side shots on enemy armor easier. Of course that cuts both ways ;-)
JgdzPanther 🙂 & JgdPz IV L70
QOL; more useful ‘Men’ Victory Condition button messaging (Luke) - the summary, imitating ‘Mission’, would report the next HIGHER victory condition for ‘Men’ which makes little sense since generally casualties go up not down and victory conditions get worse with. So now the button reports the next lower “down”) triggering threshold:
Writers can now control ‘ambient’ sfxs (Luke) - e.g. interior sounds if in a building during an Interactive Fiction episode as opposed to hearing birds tweeting like usual
Campaigns can have mouse over descriptions now (John, Luke) - like scenarios currently do. Now that we will have multiple campaigns its needed :-)
Sten gun vs vickers vs bren SFX (Chris, Luke)
UK theme now applies to message title bars (Luke) - was olive green before
Bugs
Various narrow context ones so skipping . More noticeable ones:
Percent casualties for Men victory conditions now only judges vs baseline of units involved in a given scenario (Alan, Luke) - so for example if only 5 of your 20 unit core is active in a given scenario (whether by starting or map or being a reinforcement) then casualties will only be assessed as percentage vs those 5 not 20. Note auxiliary units (not core but in scenario) are also included. So in above case if 3 auxiliary then comparisons would be vs the 8 units. Before comparisons were to all possible campaign units. Leading to distortions of casualty perc counts in say small scenarios like Red Beach.
Crash when upping XP in aid view (Craig, Luke)
Road sides were erroneously imposing terrain costs leading to weird punishment of movements across hill road sides (Patrick, Alan, John, Luke) note in image below some directions give 3 hex movement but others only two (e.g. weird road side effect). Note road side of hill on NW.
“Mystery GUI lock” (Minty, Luke) - if a scripted event destroyed a unit in middle of a multihex move the game would lock.
Long standing bug: “RnR” showing on units that were actually returned to duty (Luke)- these units had not a formal check for return to duty done at start of new scenario. Only at end of prior scenario :-(
JagPz IV, German Char Variants had bad armor values (Patrick, Luke) -due to an excel database error.
StuH 42 had JagPanther armor and vice versa
Crash: Too Many leaders (Alan, Josh, Luke) - system was not taking into account some leaders being on RnR if multiple leaders involved.
Features Dedicated UK infantry (not para) company (Luke) Flame tank now has dedicated animation (Sergey, Alan, Luke) Smgs and sten guns now have dedicated sfx (Chris, Luke) -before they were using generic MG. AT Guns now no longer have any movement capacity (Henk, Luke) -the tear
Features
Dedicated UK infantry (not para) company (Luke)
Flame tank now has dedicated animation (Sergey, Alan, Luke)
Smgs and sten guns now have dedicated sfx (Chris, Luke) -before they were using generic MG.
AT Guns now no longer have any movement capacity (Henk, Luke) -the teardown and setup time to move them would not be realistic in our scenario timeframes
Bugs
Bug: senior commanders (e.g. Captain/Maj) were not being allowed to be spotters if active junior leader (Randy, Luke) - if junior was himself Spent. Discord
Failed Morale Checks would not update Orders status on RPG banner for unit in hex
(Randy, Luke) - generalized better now so that any order change should force an update as well.
Heavy casualty units would show no Orders at all not even spent ones! (Randy, Luke) - each casualty takes away a morale and at a certain extreme this confused the display code
PIAT anti tank weapons were not giving maximum penetration of roll of 5 o 6(on D6) (Patrick, Luke)- instead were being reduce to 75% of max
HE when fired as AT weapon was getting overly penalized (typically 75% of max penetration than otherwise would get).(Luke)
FIXED: UK and US para replacement leaders now get AT wpns (Patrick, Daniel, Luke)- This code got lost somehow in 1.1.8dev 7. Patrick spotted.
e.g. PIAT for UK and Bazooka for US. Plus sten gun/carbine.
FIXED: French Char tanks (german variants) had bad armor (Patrick, Alan, Daniel, Henk, Luke) - as did the PzIIIN as a side-effect. Basically their armor values had been swapped
Crash: image failed to load: surrendered_uk_wpon_team_overlay (Daniel, Luke)
Crash: unknown lkup value for penetration (Craig, Luke)
Artillery pieces (howitzers) direct firing on hard targets were being treated as HEAT as opposed to HE (Luke) - since artillery pieces rarely on map this would not have come up much.
Crash: “Too many values to unpack” (Luke) - related to unusual state of save games folder.
Features AT Guns now no longer have any movement capacity (Henk, Luke) -at the time scale of Burden there is not enough time to gear up and move such weapons. Yes some day we need trucks and jeeps towing :-) Bugs Crash: “Too many values to unpack” (Luke)- related to unusual state
Features
AT Guns now no longer have any movement capacity (Henk, Luke) -at the time scale of Burden there is not enough time to gear up and move such weapons. Yes some day we need trucks and jeeps towing :-)
Bugs
Crash: “Too many values to unpack” (Luke)- related to unusual state of save games folder. sentry
Bug in recent SR1.1.4: -crash when loading save game: "cannot access local variable 'cam_descrip' where it is not associated with a value" Be sure to exit steam and restart to get 1.1.5 to update.
Bug in recent SR1.1.4: -crash when loading save game: "cannot access local variable 'cam_descrip' where it is not associated with a value"
Be sure to exit steam and restart to get 1.1.5 to update.
Features QOL IMPROVEMENT: spurious too fast mouse clicks or key strokes in Interactive Fiction Ignored (Luke) - a repeated QOL complaint has been that sometimes folks inadvertently double click (or double keystroke)when doing interactive fiction and therefore miss a screen. A del
Features
QOL IMPROVEMENT: spurious too fast mouse clicks or key strokes in Interactive Fiction Ignored (Luke)- a repeated QOL complaint has been that sometimes folks inadvertently double click (or double keystroke)when doing interactive fiction and therefore miss a screen. A delay has now been introduced so too fast clicks are ignored. If you need to move through IF fast (previously seen) you will have to moderate your pace a bit rather than spam click. Or I am open to turning off for keystrokes and only doing for mouse clicks. Will be turned off for developers who need to spam click through fast often in next TR but want you exposed to it for a day or two to get a feel for what users will experience typically :-)
Char B1, Pzkpwfw_B2 variants (Henk, Sergey, Luke)
Three Nations-Meyers Hill: Added Barks to German forces. (Allen)
Three Nations - Pegasus Bridge: Named British Leader with real name. (Allen) - for more immersion
Bugs
AID VIEW:
XP exploit in Aid view (Patrick, Luke) - if a unit with less than 25 XP was given a green replacement thne because there was not enough XP to pay the 25 XP cost subsequent undos would give free XP to the unit!
Prestige exploit Adding green replacements and undoing them for veteran replacements gave free prestige (Patrick, Luke) -discord
Aid View undo all button would not do more than undo per a button (Patrick, Luke) - so if say did two green repls would only undo one.
Unit portraiture and iconography like casualties could appear grayed out (Luke)
German 37mm was actually firing equivalent flak gun (Alan, Luke)- now is armed with 37mm L45 AT gun
Aid View Graphical Overlap (Josh, Luke) - for captain loyalty/prestige and portrait.
Enemy units were not being revealed visually on player’s first round (CT_Gaming, Mike, Luke) - but in fact had been inside the “model”. Leading to artifacts like seeing where they could fire but not seeing them.
“Follow me” could lead subsequently to assaulting squad being unselectable (Luke)
c14_5 - Montelimar: Fixed issue with Achievement not being awarded.
Cottonbalers campaign would not use 1:1 ratio of image to text if non cottonbalers scenarios folder had last been opened to play a scenario (Luke)
3n - Meyers Hill: Missing image for Major Victory replaced. (Allen)
3n - Pegasus Bridge: Polish names corrected. (Allen and RTokarczuk)
Boring crash errors:
'NoneType' object has no attribute 'set_DrawPadI_fully' (CT_Gaming, Mike, Alan, Craig, Luke) - sentry Campaigns were not maintaining good quality lists of core organizations for campaign and were not prepared to handle scenarios with no core units!
Could not find campaign folder for cam_filename (Curt, Luke)
'NoneType' object is not callable (Luke) - during creeping (sentry)
bug: NoneTye object has no attribute 'get_UnitI' (Luke) =sentry
unsupported operand type(s) for +: 'NoneType' and 'int' (Luke)sentry
“'PLBlankDisplayModel' object has no attribute 'IF_modal_release_2_plus_p' (Josh, Luke) -sentry
crash:'NoneType' object has no attribute 'find_ArtilleryI' (Alan, Luke) - sentry
Get The Full Burden Bundle -- 30% off! 🫡 Base Game - US Cottonbalers! 60+ hours! 🫡 Three Nations DLC - US, UK Paras; German mechanized; French Civilian.
Features More explicit iconic signaling that vehicle is in motion (Luke) - the rotating wheel now besides tracks animation.I.e. Vehicle might be stationary in hex but is still in state of moving (hard to hit but can’t fire back). Bugs “Follow me” could lead subsequently to assaul
Features
More explicit iconic signaling that vehicle is in motion (Luke) - the rotating wheel now besides tracks animation.I.e. Vehicle might be stationary in hex but is still in state of moving (hard to hit but can’t fire back).
Bugs
“Follow me” could lead subsequently to assaulting squad being unselectable (Luke)
Three Nations: Meyers Hill: Missing image for Major Victory replaced. (Allen)
Three Nations: Pegasus Bridge: Polish names corrected. (Allen and RTokarczuk)
Detailed Morale Bar was not updating Number of Orders Left Correctly Sometimes (Minty, Patrick Luke) - Namely after a failed Morale Check. Detailed on right below.
Cottonbalers: Streets of Casablanca: Issue with variables involving officer death fixed. (Allen)
Three Nations: Steel Rain: Fixed issue with Artillery firing again before completing barrage. (Allen)
Cottonbalers: Red Beach:Bad Start (Luke) - sometimes the game would act like the player was starting a fresh campaign rather than having just completed bootcamp.
C06 - Streets of Casablanca: Issue with variables involving officer death fixed. (Allen) 3n - Steel Rain: Fixed issue with Artillery firing again before completing barrage. (Allen) C02 - Red Beach:Bad Start (Luke) - sometimes the game would act like the player was starting a fres
C06 - Streets of Casablanca: Issue with variables involving officer death fixed. (Allen)
3n - Steel Rain: Fixed issue with Artillery firing again before completing barrage. (Allen)
C02 - Red Beach:Bad Start (Luke) - sometimes the game would act like the player was starting a fresh campaign rather than having just completed bootca
3n Meyers Hill - Reminded players that bazookas are attached to their leaders. (Allen) 3n Benouville - Reminded players that PIATs are attached to their leaders. (Allen) 3n Benouville - Reminded players that their squads are below strength. (Allen) Updated version to 1.1 from 1.0
3n Meyers Hill - Reminded players that bazookas are attached to their leaders. (Allen)
3n Benouville - Reminded players that PIATs are attached to their leaders. (Allen)
3n Benouville - Reminded players that their squads are below strength. (Allen)
Updated version to 1.1 from 1.0 - to reflect Three Nations release (Luke)- this will also block certain errors for trigger for public (as opposed to team for further diagnosis)
Bad dog! Opps BAD BARK!!! More seriously bark fix that was getting a few folks in Pegasus Bridge: - Pegasus bridge: Crash due to a lack of a parenthesis in a bark. (Allen) - Pegasus Bridge: Issue with flower gathering adjusted. (Allen)
Bad dog! Opps BAD BARK!!! More seriously bark fix that was getting a few folks in Pegasus Bridge: - Pegasus bridge: Crash due to a lack of a parenthesis in a bark. (Allen) - Pegasus Bridge: Issue with flower gathering adjusted. (Allen)
This $5 DLC lets you lead UK and US paratroopers, a German mechanized assault and even a French mother balancing helping the Resistance with the safety of her family. More details, two minute trailer, and watch noted YouTuber DiplexHeated try his hand at that mechanized German as
This $5 DLC lets you lead UK and US paratroopers, a German mechanized assault and even a French mother balancing helping the Resistance with the safety of her family.
More details, two minute trailer, and watch noted YouTuber DiplexHeated try his hand at that mechanized German assault here:
Free Retroactive AI Brain refit (if you dare ;-) )! Cottonbalers difficulty interface now has a checkbox. The mouse over explains why it is optional: Specific AI Improvements Better use of terrain when dealing with enemy fire - AI will use cover (any level) where it can when deal
Free Retroactive AI Brain refit (if you dare ;-) )!
Cottonbalers difficulty interface now has a checkbox. The mouse over explains why it is optional:
Specific AI Improvements
Better use of terrain when dealing with enemy fire - AI will use cover (any level) where it can when dealing with enemy targeting hexes but is not smart about optimizing for maximum cover. But what it does do is avoid running under fire in the open unless there is no choice. Hopefully this will cut down on AI leader casualties. Which we have been seeing more of with fights with experienced US units and experienced German units like in Three Nations.
Ruthless(Cowardly?) AI with regard to moving to units needing a Rally - if a unit is under fire in the open or the path to it requires moving in open under fire the leader will NOT rally and will abandon till that's not true. Hence ‘Ruthless(cowardly?)”
Non Adjacent AI units would not move forward and assault if their weapons firing range was out of range - i.e. if only short range weapons were falsely prevented from moving up into range and assaulting.
AI no longer overreacts to ‘contact’ (Henk, Patrick, Luke)- that is if a unit’s organization (e.g. Plt(oon)) can’t see the contact that Plt will not respond to. Before all plts whether could see or not would respond.
Conservative rallies (Henk, Patrick, Luke) -AI only considers rallies as follows:
For a Ldr in the same hex - if squad morale is <= 4 Morale or if 40% or more suppressed (e.g. a Morale 13 unit is down to 5).
If a Ldr must move to unit (costing more Orders and more risk potentially) - squad must be suppressed by 60% or more
Comments:
All of this means less leader attention to rallying but also means AI forces will be a bit more demoralized as a force.. But presumably doing more now.
AI units that are not in assault range will move into assault range if breadcrumbs allow- before they would stall out.
Less pointless firing - if enemy is cowering AI will no longer fire at and will do other things (like advance on breadcrumbs)
AI “Too Far” bug for plan “move to unit and Bolster and Assault”! - AI leaders were not getting Bolstered (which gives extra MPs) so if the leader didn’t intrinsically have enough MPs then long range assaults would fail with “Too Far” message.