New Support Units
Hey everyone, here is the new Anti-Tank (AT) Mine Laying Unit. This will be the first of our support units, which we are classifying as units that do not directly attack enemies. This unit will lay mines on the path within its range. It will be a very powerful unit which its mines will only be set off by enemy vehicles. Its powerful damage will be balanced by having a finite amount of mines placed per unit with a decent cooldown between each mine placement.

We will also be regularly adding support units so keep an eye out here or on the steam patch notes for more information.
Some more notes:
- Nearby mines will not chain each other, so the explosion of one won’t destroy multiple potentially wasting them nor will any other explosive set them off
- Mines will splash damage and hurt any enemy in the blast radius including infantry but will not be set off by infantry
- We will add an Anti-Personal Mine Unit as well, which will also be very useful in our upcoming new game mode
- Lightly armored vehicles will set off the explosion, potentially overkilling and wasting damage so keep this in mind with your placement
- A set number of mines can exist on the map at once, and the unit has a placement cooldown, once that limit is reached it will idle until a mine has been set off
- Cannot be in a squad, this goes for all support units at the time of writing this
Winter Maps
We have added two additional Winter maps. Winter 4 is a large uphill battle with two long paths and Winter 5 is a shorter and difficult wishbone shaped path set in a dense forest with less snow.
Winter 4:



Winter 5:



Shop Visual Update
No longer will you be confined to a grey box. In the new Shop, you can now view your units outside with other equipment from your faction. We also have some minor upgrades for the Shop planned upcoming.

Other Misc Changes
- Static Units in the game levels now automatically swap to the correct faction
- Colored Coded Unit Upgrade Txt to identify buff or debuff
- Load More Assets In Loading Screen, to Prevent Hitching During Runtime
- Added Country filters to shop
- Got rid of blue ring tower ID markers
- New variety of ambient audio
- Increased Camera Zoom Speed By Scroll Wheel
- Smoothed Camera Zooming By Scroll Wheel
- Replaced Movement Arrow With New Arrow System
- Made Squad Numbers into Roman Numerals
- Updated Desert 3 map picture
Roadmap
Here is our content roadmap for 2024. We did not fully complete our roadmap from last year so we have moved whatever we didn't finish to this new one, in addition to new things that we have got planned for the year. We are going to be trying to fully complete the roadmap this year and hopefully adding other additional content for all of you. At the end of the year we will go over what we completed and didn't complete for transparency.
This roadmap is not in any order, so we will be releasing content in the order we think makes sense for our development. We are planning on doing at least 1 major update per month, with minor updates and hotfixes as well. If you have suggestions for feedback on content, please provide it to us in our Discord or in our Steam Community. We are specifically looking for feedback to better balance the game and make it more fun. That being said, have a look at our content roadmap plan for 2024:

Known Bugs:
We plan on fixing these within the next week.
- Tutorial is broken - We have hid the button to access it temporarily
- The Machine Gunner and AT Gun range is unpredictable and doesn't follow what you put
- AT Minelayer Unit Hover Stats shows in the Shop and at the beginning of a level
- AT guns float when viewing them in the shop
Bug Fixes:
- [Fixed] Clicking anywhere on the map while in the Coverage Map inside Info Mode would hide all the ranges
- [Fixed] Added Italy and the British as Country filters in the Shop
- [Fixed] Movement location now gets destroyed when a unit is sold instead of leaving a garbage actor that would forever be unused
- [Fixed] All swap faction buttons work in the main menu, as previously they wouldn’t visually trigger the background unit update
- [Fixed] Towers have a backup movement system of teleporting, incase getting stuck, this will only trigger after the estimated walk time has been hit
- [Fixed] Towers walking in place, now they will always start their idle animation after reaching the destination
- [Fixed] Movement wouldn’t cancel when ordering a new move
- [Fixed] Squad movement, they will now move as a group of 3 to destination within proximity of each other
- [Fixed] Towers no longer detect friendly units, so less stress on the target selection algorithm
- [Fixed] Clicking no longer breaks coverage map
- [Fixed] Clicking on the country filter only needs one click now, versus two previously
- [Fixed] Crash games saves when complete will count toward map progression, instead of just awarding money and forcing you to redo it
- [Fixed] Crash games saves will no longer load the previously spawned units into the next level
- [Fixed] No longer accidentally adding units to a swap manually, added an additional check for when holding shift to prevent squad selection when not wanted
- [Fixed] Made every button non-keyboard focusable, so your buttons wont eat keyboard input anymore
- [Fixed] Auto squad now picks units correctly by distance
- [Fixed] Auto squad failing to try to pick all units, before it picked 2 and once they failed it didn’t try different permutations, it will now pick every single possible unit and either succeed or determine all have failed
- [Fixed] First unit opened in shop will now be focused, and no longer defaults to the rifleman but to the first unit in list, or rifleman if everything is owned
- [Fixed] Mortar unit is no longer invisible in the loadout selection
- [Fixed] Shop is now zoomed out by default, so no longer will a tank be in your face
- [Fixed] Stats not showing when a unit is equipped in loadout
- [Fixed] Circle around unit infinitely waiting to be destroyed
- [Fixed] Inconsistent name in upgrade and hover popup, now AP is PEN, and SPD is APS
- [Fixed] C++ dangling pointer fixes, the game should be significantly more stable
- [Fixed] Misc errors thrown by unreal
