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On The Western Front
Asid:
Building Types and Improvements
12 December - Aggroblakh
Hi all,
Some more content and quality of life updates this week, most of which has been requested by you guys. Keep the suggestions coming!
Bugfixes/Changes:
• Field Kitchens
Field Kitchens are essentially an open-ground version of field supply dumps. Only supply units are able to build field kitchens, and they start off fully stocked. However, they slowly distribute food to the units around them, and thus must be restocked using the Add Supplies command with a supply or rifle unit carrying food.
Food and water combined are now a new supply type, and can be viewed by using a new button next to the morale value on the unit window. Reaching 0% food/water starts to reduce morale, which can affect the ability of your units to carry out attacks and defend their positions. It's worth noting this new addition breaks all your saves, since Food is now a unit attribute. Sorry for the trouble.
• Showers/Delousing Stations
This one's just for fun, like coffee and alcohol before it. Sending your men to the showers adds the "Deloused" effect for eight hours, which increases the rate of morale regain when resting (and also slows the rate of morale loss when food is at 0%). The "Deloused" effect also prevents men from becoming sick/wounded during heavy rain and snow.
• Watch Duty, Rest, and Training are now click-and-drag AOE orders. Watch Duty and Rest will target trench tiles within the selected area, while Training will target open ground tiles. This allows you to select an entire group of units and have them garrison an entire stretch of trenches, or have them spread out and train over a patch of open ground instead of all being stacked on the same tile. This, along with the updated unit window, should make it easier to manage your units by allowing you to issue idle/rest orders over a small area instead of having to manually place subordinate units.
• Tutorials were broken due to a bug with the event log. This has now been fixed.
Thanks for playing!
Asid:
Grass
20 December - Aggroblakh
Hi all,
Fairly minor update gameplay wise, but a pretty noticeable one. I've added destructible grass, since many of you asked for it to be included in the game. I've also modified the scale of the buildings on the map, making them much smaller and more realistic relative to the units in the game.
Lastly, I made it so that using the Rest order and dragging over an area would also include buildings as possible rest locations, rather than being confined to trenches/dugouts.
Hope you enjoy the game!
Asid:
Happy New Year!
3 January - Aggroblakh
Hi all,
Hope you all had a good holiday. I did, but I still managed to set aside some time to update the game a bit more!
Bugfixes/Changes:
• Commander Traits
Commanders now possess traits that they pass down to their subordinates. The effect is inversely magnified depending on the commander's rank. That is, the bonuses (and penalties) given by company commander traits is greater than those given by battalion or brigade commanders, with the obvious tradeoff of affecting fewer units. NCOs earned by veteran-level platoons offer the greatest effects from traits.
• Enemy Strongpoints
This one's not quite perfect yet, but you might notice that the AI now tries to build trenches around buildings. I'm hoping to eventually get to the point where the AI is turning these into strongpoints, just like in real life.
• By turning "idle" actions such as resting, guard duty, and drilling into AOE orders, I accidentally broke the ability to order a unit to move elsewhere if it was already moving. This bug is now fixed.
• Fixed a bug in which field kitchens could be restocked endlessly until they held enormous amounts of food/water.
• Enlarged the range of both field hospitals and field kitchens, as well as increasing the carrying capacity of field kitchens. I found it got kind of annoying having to build one of these every few tiles.
• Fixed German HQ unit counters. Previously were all set to company commanders.
Thanks for playing!
Asid:
Hotfix 3
7 JANUARY - AGGROBLAKH
Hi all,
Quick turnaround on this update, as there are a few bugfixes and changes that hopefully make the game a bit easier to play.
Bugfixes/Changes:
• Underground construction works again. I had broken it when I redesigned the unit order list after adding things like field hospitals and kitchens.
• Redesigned the "Suppress Area" command at the top of the screen. Previously, clicking it brought up a second menu which could be used to select artillery shell types. Now there is a small window with separate buttons, similar to Build Mode.
• Scheduled artillery bombardments now are colour-coded when selected using the pop-up dialog in the top-right.
• Cancel and Rest orders have been decoupled. Cancel orders cause units to stop what they're doing and return to an idle state, while Rest remains an AOE order in which you drag an area for your selected units to rest in.
• Following on from the above update, Rest orders now work for artillery units. Previously, it would assume all selected units were infantry and eliminate all open ground tiles as rest positions after dragging an area. Now I've made it so that artillery units will rest on open ground, while infantry continue to use trenches or houses as rest locations.
• The AI has been tweaked a bit so that it now attempts to build blockhouses on higher ground, as well as being more proactive in actually garrisoning them.
Asid:
Hotfix 4
15 January - Aggroblakh
Hi all,
Was a bit sick this past week, so I mostly focused on small-ish things rather than adding anything totally new.
Bugfixes/Changes:
• The Alternate Font was bugged out and would often crash when used. I've managed to track down the issue and fix it.
• "Supply Area" order was buggy due to the units in question sometimes resupplying with invalid load types when automatically resupplying from the rear. I've fixed the issue so that units will no longer resupply with invalid load types.
• Following on from the previous issue, units that automatically return to resupply in the rear will select load types based on the prevalence of open ground within their assigned areas/routes. More open ground means a higher probability of shells for artillery, while more trenches, comm. trenches, and the like means ammo/tools.
• Following even further on with supply types, non-artillery units will no longer take shells from supply units.
• Obscured units that appear when fog of war is enabled now match the colour of their faction properly instead of all looking British. This was an easy fix that really should have been a day one type thing, but it was such a minor issue that I kept putting it off.
• AI has been improved so that it will now consolidate new forward trenches better (setting up new kitchens, field hospitals, comm. trenches) if it manages to take them from the player.
• Readiness regain rate has been slowed in sub-optimal weather.
• Food regain rate has been increased for units in dugouts.
• Upgrades now actually reduce division Valour points again. I disabled this at some point for my own testing and forgot to re-enable it.
• Hitting the ESC key while in the middle of a construction order now clears and resets the mouse cursor.
• Pilots now cannot be withdrawn until the Wireless Radios upgrade is unlocked.
• Wireless Radio upgrade also cuts order delay in half.
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