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On The Western Front

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Asid:
Hotfix 6
posted by Aggroblakh on February 18, 2019

Hi all,

Some critical (although minor) changes I felt deserved a new build this weekend.

Bugfixes/Changes:
•   Have changed the default manner in which companies and platoons are named. Now their numbers/names are relative to their commanding unit ie. each company will have its own 1st Platoon, etc.
•   Fixed crash that would occur when scheduling orders if order was issued after its intended start time.
•   Have separated terrain effects into separate effects depending on terrain type. This allows me to customize things, like having forests impede movement, or buildings obscure units based on their condition.
•   Morale and readiness regain is now halted when on watch duty. I'm hoping this gives players more of a reason to rotate units between watch duty and rest.
•   Machine gunners can now explicitly be ordered on watch duty. Previously they could only be ordered to rest, and would switch to guard duty during the day.

I'm also working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!

Asid:
Hotfix 8
25 FEB - AGGROBLAKH


Hi all,

Thanks to some fantastic feedback I've received in the Discussion forums, I've fixed a bunch of weird issues that escaped my attention.

Bugfixes/Changes:
•   Underground pathfinding and actions were broken due to some overzealous optimization on my part. This should now be fixed.
•   Also due to optimizations and tweaking, there was some weird behaviour where units would cross into enemy trenches before starting to perform actions in no-man's land. This is fixed.



•   Fixed issue with tutorial dialog in which the title bar wasn't large enough, resulting in situations where you would end up clicking on something behind the popup when trying to move the dialog around.
•   Support units can now only make use of melee attacks. I know engineer units often carried carbines, but I wanted more distinction between support and combat units. Note that support units can still use melee combat.
•   Bug in which HQ units would attack opposing units in melee without actually moving to the enemy unit's position has been fixed.
•   Corrected start time for tutorials when loading them after having played a different map. Previously, they would carry over the time from the previous map.

I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!

Asid:
Fonts!
5 MAR - AGGROBLAKH


Hi all,

The game has been crashing quite a bit, most of the time when starting a new map or returning to the main menu. I've managed to track it down to an issue with the font loading improperly. I've now changed the default font from Century Schoolbook to good old Times New Roman. It's no longer period appropriate, but at least it won't be causing issues any more.

Bugfixes/Changes:
•   Crashes when returning to the main menu or starting a new map have been fixed!
•   Font is now Times New Roman.
•   If fog of war is enabled, enemy-controlled tiles will now be seen as open ground when clicked on until they are revealed.
•   Bug in which showing unit attack ranges would reveal hidden tiles when fog of war was enabled has been addressed.
•   Line of sight has been tweaked so that units can no longer shoot over hills.
•   Some pathfinding optimizations have taken place, which hopefully makes the game run a bit smoother.
•   Elevation Map now appears above other ground tiles, making it easier to see the elevation of trenches, etc.
•   Errors in calculation of total division numbers, morale, supply, and readiness have all been fixed.
•   Bug with names and alternate names of reserve units disappearing have been fixed.
•   Default names of units now have proper notation. For instance, 1st Brigade, 2nd Battalion, C Company, 3rd Platoon is now 1/2/C/ 3rd Platoon.
•   Star shells now decrement properly when used.
•   Units supplying an area no longer distribute supplies to units outside that area.

I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!

Asid:
Bughunting
18 MAR - AGGROBLAKH


Hi all,

Relatively light update this time in terms of new features. The game seems to be crashing quite a bit during gameplay for a lot of you, so I've been poring over the code and trying to identify any potential areas that may cause crashes depending on certain situations. That being said, I've still had some time to tweak the game and fix some bugs.

Bugfixes/Changes:
•   Errors that were popping up but not causing crashes in the debugger have been addressed, which will hopefully alleviate many of the crashes being encountered.
•   Fixed some pathfinding issues that would arise with the enemy AI that would cause it to skip building certain tiles.
•   Fixed bug in which certain situations would cause the enemy AI to get stuck attempting to rotate its units into the reserve, creating unnecessary pathfinding checks that slowed the game down.
•   Buildings under construction no longer provide protection until complete.
•   Watch duty is now an option when in terrain (houses/forests).
•   Machine gun units can now perform watch duty at night. It wasn't particularly realistic to not have machine gunners attempt to attack advancing enemy soldiers at night.
•   When rifle units attack advancing enemies in no-man's land during daytime, they now specifically target single tiles rather than entire areas.
•   Support units now cause less damage in melee combat.
•   Selecting zero tiles in a rest order no longer crashes the game.
•   Supply Area orders no longer default to the current mouse position as the starting position. This fixes the bug in which ordering a unit to supply an area would result in them moving into no-man's land prior to supplying units in trenches.

Hopefully these changes make the game a bit smoother to play.

Thanks for playing!

Asid:
Help Text
1 APR @ 8:33AM - AGGROBLAKH


Hi all,

I've added Help Text into the game now. It's by no means complete but forms a basis to build upon. Please let me know if there's anything that needs to be explained better and I'll add it in. Some critical blocking issues with the tutorials have been fixed, but they'll be overhauled soon anyways.

Other than that, this update is a relatively short list due to the time it takes to simply write all the text.

Bugfixes/Changes:
•   Help button is now clickable in the pause menu and allows you to view information about certain aspects of the game.
•   Blocking issue involving subordinate/superior units in Basic Training tutorial has been fixed and takes into account the newer unit information popup.
•   Tweaked the enemy AI to be a bit more aggressive in building structures.
•   Fixed bug in which the enemy AI was not properly rotating its troops to the rear.


Thanks for playing!

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