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On The Western Front

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Asid:
Tweaks
27 MAY @ 6:30AM - AGGROBLAKH


Hi all,

It's been a busy week for me personally, so I mostly focused on some more content and tweaking the AI to make things a bit more challenging.

Bugfixes/Changes:
•   More events, which are not tied to a specific staff officer
 o   Disease: Increases rate of wastage even during favourable weather.
 o   Officer Birthday: Choose between allowing an impromptu birthday celebration in the trenches, which decreases Readiness, or banning the celebrations, which decreases Morale.
 o   Shellshocked Officer: Choose to limoger/relieve an officer or monitor him, which may result in a new trait.
•   More names for all factions.
•   Map is now 50% wider and can be scrolled from left to right. The camera can also be zoomed out a bit further to see more of the battlefield.
•   Firepower of rifle and machine gun units has been increased.
•   Enemy AI is more proactive about attacking units in no-man's land. Prior to this, players could build trenches and wires relatively unmolested by enemy fire, which is obviously unrealistic.

Thanks for playing!

Asid:
Squads
9 Jun @ 9:51am - Aggroblakh

Hi all,

I've managed to implement some of your feedback this update.

Bugfixes/Changes:
•   I've added squads into the game. When you select a platoon, you can now view the men in each individual squad.



•   Following on, the numbers in each unit have been lowered. Part of this is to reduce numbers in HQ and support platoons to more realistic levels, but also to make the numbers divisible by 4.
•   If any of you have encountered the event in which your ability to recall reserves is temporarily disabled, you might have noticed it takes a very long time to regain this ability. I've reduced the effect to about 3-4 weeks rather than the 6-8 it previously took.
•   Camera scrolling has been reworked to be smoother. Widening the map broke the horizontal scrolling due to the way I had set up the camera.
•   You can now use the middle mouse button/mouse wheel button to click and drag the screen to scroll.
•   Fixed bug which prevented underground construction.

Thanks for playing!

Asid:
Plane and Pilot Roles
24 JUN @ 9:23AM - AGGROBLAKH

Hi all,

Major changes to air combat this update. Planes now have both roles and attributes of their own. Fighter planes remain the same as before, but recon planes are now two-seaters which take a pilot and an observer. Pilots are only responsible for evading the enemy, while observers are the ones whose Vision determines what they reveal on the ground below.

Plane stats modify air activity accordingly. For instance, a plane with a good engine will be more effective at pursuing the enemy. However, since you're only a division commander, you don't get to choose which planes you receive, so you'll have to manage plane supply accordingly. I'm hoping this adds more strategy to the air combat.

Help text has been updated with the new information, under 'Aerodrome - Roles'.

Bugfixes/Changes:
•   Planes are now separated into recon and fighter planes. Pilots in recon planes cannot perform escort roles, and vice versa. Upgrades will unlock both types.

•   Planes now have stats which vary based on different variants. Note that a higher tier plane will be more effective than a lower tier plane with the exact same stats.

•   Fixed a few bugs which were causing unnecessary performance spikes.

•   Moving the camera should now be smoother since it temporarily stops the game timer. It's a bit of a hack but both the camera movements and timer intervals are multithreaded already and thus interfere with each other if both are active. This is why the scrolling was choppy.

Thanks for playing!

Asid:
Hotfix - July 1
2 JUL @ 9:15AM - AGGROBLAKH

Hi all,

Releasing this hotfix as it contains not only some important optimizations and bugfixes, but also contains the start of what I hope will address concerns about realism regarding scale and time.

Bugfixes/Changes:
•   Time intervals are now 5 minutes, and cooldowns/effect durations have been changed accordingly.
•   The map has been embiggened and the scale of the starting trenches has been tweaked. The scale still isn't perfect, but this work is in preparation of further changes to scale. Let me know what you think. The buildings/houses will soon be rescaled to fit the size of trenches.
•   Did some optimization of enemy AI and pathfinding, which should improve performance.
•   Camera scrolling with the middle mouse button has been fixed. Previously, the vertical movement would override the horizontal movement, which was why it was difficult to do so.
•   Reduced the effect of disease, as the disease event was wiping out entire units.
•   Fixed bug in which orders issued with no units selected would cause units to skip tiles when building things.
•   Fixed bug in which selecting a tile for construction would wipe out barbed wire on that tile.

Thanks for playing!

Asid:
Dots
16 Jul @ 9:41am - Aggroblakh

Hi all,


Squad "sprites" are now an option that can be toggled in the Settings screen from the main menu. They are disabled by default, as I'm not totally sure all of you want them in the game.

This is the only major change this update. I had to do a bunch of optimization and deal with a bunch of technical debt in order to add sprites without a major hit to performance, so most of the real work this update has been under the hood. Let me know what you think about the sprites, and how they can be improved.

Actual human body sprites (though obviously less accurate with numbers) will come later as a separate option, but for now I'm hoping this helps with the scale.

Bugfixes/Changes:

•   Sprites are now an option.
•   Enemy is now more proactive with suppressing fire when units hop out of the trenches.
•   Loading saved games has been tweaked so that there is less initial lag before proceeding to the progress screen.
•   Sickness has been tweaked to be less debilitating.

Thanks for playing!

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