Forum > Games Discussion
On The Western Front
Asid:
Portraits
8 Apr @ 9:07am - Aggroblakh
Hi all,
Some issues with the help text have been addressed, as well as some minor changes that hopefully improve the user experience. I've also added portraits into the game for officers and pilots. This adds literally nothing to the game except for kind of looking cool. I'll add more variation as I go, but for now at least it's functional.
Bugfixes/Changes:
• Portraits have been added for officers and pilots.
• Some typos and grammar issues in the help text have been fixed.
• Section about officers has been added to the help text.
• Watch Duty is now possible in blockhouses.
• Structures built in houses and forests are now partially visible.
• Weather conditions now affect artillery. Number of squares hit within an artillery unit's attack range is now reduced in adverse weather conditions.
• Artillery now actively avoids tiles which would be unfeasible to stop in, such as dugouts and houses.
• Bug in which two-tile sized houses were not properly providing cover over both tiles is now fixed.
• Units will no longer be able to stop in tiles if they are over the crowding limit. I'm hoping this addresses some concerns with regard to the feasibility of having hundreds of men crammed into a single tile by forcing players (and the AI) to be a bit more proactive in building comprehensive trench networks.
Thanks for playing!
Asid:
Little Things
15 Apr @ 8:38am - Aggroblakh
Hi all,
Mostly minor gameplay tweaks this update to improve the game rather than adding new features.
Bugfixes/Changes:
• Units now spread out when building a line of trenches, communication trenches, or barbed wire. This is done to prevent crowding and reduce micromanagement. However, it should be noted that this doesn't apply for single-tile structures like dugouts or field hospitals, nor does it apply for underground structures.
• Added a new forest variation.
• Bug in which sight was not extending for units in blockhouses has been fixed.
• Enemy now starts with some wire pre-built.
• Following on, wire effects have been tweaked so that units will be stunned as they cross wire, rather than simply stopping in their tracks. The duration of the stun is longer depending on how heavy the wire is.
Thanks for playing!
Asid:
Easter Rising.. er, Update
20 Apr @ 7:07pm - Aggroblakh
Hi all,
I hope you're having a nice holiday. I've reworked the reinforcement/fortification mechanic this week, as I wasn't really satisfied with the pointlessness of it as it previously was.
Bugfixes/Changes:
• Reinforcement of trenches is now a binary attribute ie. a trench tile is either reinforced or it is not. A reinforced trench adds duckboards which reduce the movement penalty in trenches and adds firesteps, which increases the sight range of units on watch duty. Conversely, the sight range of units is now reduced by a few tiles.
Following on from above, the movement speed of units in un-reinforced trenches has been reduced.
• Reinforced blockhouses now look different. Unlike trenches, there is no gameplay effect on blockhouse reinforcement other than to make the blockhouse more resistant to damage.
• Following on from above, the Fortify Blockhouse order now works again. I had broken it with some of the changes I had made previously.
• Highlights for paths and areas have been reworked to be less of an assault on the eyes.
• Support units no longer participate in group construction actions when selected.
• The unit order submenu used to require you to select a group of units that were all the same type. Failure to do so resulted in a truncated order menu with only three orders - Move, Rest, and Cancel. Now you can select units which fall under the same broad category - Combat, Support, or Artillery. That is, you can select a group of rifle units and a few machine gun units and issue an Attack Area order to all of them. Note that ineligible units still will not carry out orders they normally wouldn't be able to. For example, selecting an engineer unit and a supply unit and issuing a Build Trench order would only issue the order to the engineer unit.
Asid:
Staff Officers
6 May @ 9:01am - Aggroblakh
Hi all,
Sorry for the long delay between updates. Fairly sizeable content update this time, as I've added both divisional staff officers and random events.
The headquarters screen now contains a section which allows you to assign divisional staff officers, each with different effects on the division as a whole. Additionally, the frequency, type, and possible outcomes of random events are dictated by who you assign to these positions. For instance, it might not be worth it to have a competent Chief of Staff if his personal traits aren't very good, as the events and decisions he forces you to deal with might be a giant pain.
For now, the number of events and decisions is limited to one per officer type - I'll be adding to it gradually as I continue to work on the game.
Bugfixes/Changes:
• Staff officers now appear in the HQ screen.
Chief of Staff: Affects order delay for all units.
Operations: Affects artillery effectiveness and readiness decay when both attacking and switching tasks.
Administration: Affects passive morale loss and replenishment rate of units in reserve.
Logistics: Affects food/water regain when in range of kitchens.
Intelligence: Affects success rate of air reconnaissance and revealing of units due to noise.
The help text for this new feature is also included. Additionally, German staff officers now have the "von" in their surnames, and British staff officer names will sometimes be preceded with "sir."
• Random events and decisions now appear every now and then.
These can sometimes cause temporary effects that affect the whole division.
• Since your Operations officer now affects the number of tiles attacked by artillery batteries, the default number of tiles bombarded is reduced.
• Following on from above, the number of tiles bombarded is now affected by current readiness levels. This is to encourage more frequent drilling and troop rotation.
• Readiness used to be reduced when in reserve, as sort of a tradeoff to the restoration of morale and numbers. Readiness now increases when in reserve. However, readiness now goes down when units attack, to simulate the breaking down and overuse of equipment. Thus it becomes necessary to rotate troops even after taking offensive actions.
• Fog of war has been tweaked to make it harder to scout enemy positions without constant reconnaissance.
• Aerial reconnaissance is now more difficult, but can be mitigated with a good intelligence officer.
• Added a few more variations to the officer portraits.
Important notes:
You might notice a few references to something called "unit cohesion." This is irrelevant for now, but will eventually come into play once I get the Russians, Italians, and Austrians into the game. No timeline yet on when that happens, but it's just something for the future.
You might also note that a lot of traits for the staff officers, such as "Reactionary" don't have proper tooltips. This is related to some of the random events I have in mind for future updates, so proper tooltips will appear for these traits once I hash out their associated events.
Thanks for playing!
Asid:
More Events
14 MAY @ 9:08AM - AGGROBLAKH
Hi all,
Relatively minor content update this week. I just focused on adding some more events rather than adding any new features this time around.
Bugfixes/Changes:
• Fixed bug with construction of field hospitals, showers, and field kitchens.
• Added eight new random events, with at least one new event for each officer.
o Chief of Staff - Telephone Lines
o Operations - Shells Taken
o Operations - Large-Scale Exercises
o Administration - Reserves Disabled
o Administration - Medal for Ace Pilot
o Logistics - New Railhead
o Logistics - Divisional Supplies Taken
o Intelligence - Communications Research
Thanks for playing!
Navigation
[0] Message Index
[#] Next page
[*] Previous page