Hi all,
Managed to get some good playtesting in this time round. I've tweaked a few things, implemented some suggestions and feedback from the forums, and overall managed to track down some issues that I've overlooked while optimizing things and adding features.
Thanks to all of you who left feedback in the forums. It means more than you know, and helps me greatly when considering what to work on.
Bugfixes/Changes:
- Nearby partial trenches will now be targeted by the enemy AI during its offensives. Previously the AI would focus too much on a single line of trenches, allowing the user to make use of decoy trenches and sap trenches as shields for the main line.
- Elevation map now appears on top of terrain.
- Fixed platoon numbers.
- Wire status is no longer revealed for hidden tiles if Fog of War is enabled.
- Scheduled orders based on target areas now start with the tiles that are furthest back.
- Fixed map generation on the Isonzo map type, which would prevent comm. trenches from being generated on Karst.
- Assigning a new staff officer will no longer automatically un-delegate your Intelligence Officer.
- Fixed potential crash when advancing or retreating to a new sector.
- Fixed issue where AI units were occasionally being left in player trenches after moving to a new sector.
- Fixed crash when attempting to use Scheduled Orders for artillery units on friendly tiles.
- Existing scheduled orders are now cleared when moving to a new sector, as the assigned tiles become obsolete.
- Fixed Artillery bombardment scheduled orders.
- Attack Area scheduled orders now properly attack the area instead of selecting a random tile within the area.
- Artillery units now no longer move close to their intended area of attack when scheduled to suppress an area.
- Supply units now resupply immediately if out of supplies rather than moving to their intended supply area before checking.
- Fixed overlapping text for multi-line items in new unit task tooltip.
- Fixed unit task tooltip resizing.
Thanks for playing!
