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On The Western Front

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Asid:
Balloons
6 Aug @ 7:35am - Aggroblakh

Hi all,

Balloons are now in the game. They can be launched, repaired, and sent back up from the Aerodrome screen.



Air sorties consisting solely of fighters will now target balloons for both attack and defense if they are present. Balloons are divided into eight sections, each with their own set of hit points. However, if one section is destroyed, the whole balloon is destroyed.

Balloons exist for the purpose of artillery spotting. As such, artillery accuracy is now reduced for all types by increasing the attack area size if there is no friendly balloon in the air.

Another major change is that Repair, Fortify, and Destroy orders are now click-and-drag orders rather than "Build Mode" orders. For example, you simply select "Repair Trench", drag over an area, and all trench tiles in that area are marked for repair. This functionality extends to scheduled orders as well. I hope this helps reduce the amount of micromanagement needed in the game.

Bugfixes/Changes:
•   Balloons now in the game.
•   Repair, Fortify, and Destroy orders are now click-and-drag orders that specifically target the ground types you've chosen to Repair/Fortify/Destroy.
•   Squad lists have been removed.
•   Fixed bug with issuing wiring orders via the scheduled order screen.
•   Scheduled order popup dialog now refreshes upon completion of a non-repeating order, so that there are no "dangling" orders remaining.
•   Fixed bug with enemy AI constantly issuing repeated construction orders which was causing game to slow down.
•   Fixed bug in which blockhouse and dugouts were no longer accessible after reloading a save.
•   Pause menu now appears on top of everything, to prevent game from locking up if a subscreen like Aerodrome or Order of Battle is opened when the game is paused.

KNOWN BUG: Saving and loading works, but for some reason, loading a saved game, then reloading another saved game seems to cause issues. I'll keep trying to track this down, but it shouldn't be more than an inconvenience at the moment.

Thanks for playing!

Asid:
Areas of Interest
19 Aug @ 8:39am - Aggroblakh

Hi all,

The ability to add areas of interest is now in the game. This allows you to mark and label any part of the map by painting it with a "brush". This feature can be accessed from the Scheduled Order screen.



This new feature is hooked into the scheduled order system, so that you can assign multiple orders to the same area. This will hopefully reduce some of the micromanagement in the game.



Bugfixes/Changes:
•   Areas of interest now in the game.
•   Help text is now updated with both areas of interest and observation balloons, which I had forgotten to include in the last update.
•   HQ command range now temporarily decreases when under artillery bombardment, which worsens order delay.
•   Save/Load has been optimized, so the crashes that would occur when loading previous saves or continuing on from them should no longer occur.

Thanks for playing!

Asid:
Content Update
26 AUG @ 8:29AM - AGGROBLAKH


Hi all,

The last couple of updates added wholesale new features, so I decided to take it easy this week to add some content and fix some bugs.

Bugfixes/Changes:
•   New events added, mostly related to command range:
Chief of Staff - Runners borrowed
A friendly division requires extra communications for a raid and needs to borrow yours. Command range maximum is reduced for 4 weeks.

Logistics - Use POWs to build support buildings
Once you have 1,000 prisoners and 2,000 Valour points, this event may pop up. Accepting this event causes the prisoners and Valour to be subtracted, and at the end of 5 weeks you get 6 field hospitals or kitchens built automatically.

All - Communications Sabotaged
An enemy spy sabotages communications. All command ranges reduced to 1 for 3 weeks.
•   Fixed path drawing bug when using a brush size of 1 to denote an area of interest.
•   Progress now renamed to Ownership
•   Open ground with buildings/forests on them now say building/forest rather than staying as Open Ground. Building and forest tiles also display strength levels now.
•   Open Ground renamed to Plains.
•   Fixed the ability of artillery to move laterally.

Thanks for playing!

Asid:
Artillery Pits
05/09/19
 


Artillery pits have been added into the game. You can build them like any other structure. Reinforcing them camouflages them rather than strengthening them, so that enemy pilots cannot see them.

Additionally, artillery units that dig in to them enjoy extra protection from all forms of attack. The trade-off is that digging in to an artillery pit takes longer than on open ground, and there is a longer than usual delay when moving a dug-in artillery battery out of an artillery pit.

If there's anything I can do to improve artillery pits, feel free to let me know!

Bugfixes/Changes:

•   Added artillery pits. Can be reinforced/camouflaged, but reinforcement is easily destroyed by enemy artillery.
•   Non-player owned goal tiles now negatively affect command range and morale/readiness regain from rest. Melee defense is also increased when in one's own trenches.
•   Added attack animation for ballistic (rifle and machine gun) weapons. I'm hoping this provides a bit more feedback when your units are under attack.
•   Settings now persist throughout the game.
•   Right clicking when Build Mode is active will now switch between add and subtract modes so that you no longer need to manually click the buttons at the top of the screen to switch between the two.
•   Fixed bug with construction of mine entrances.
•   Fixed bug where enemy AI was getting stuck in its own wire forever.
•   Fixed bug in which enemy offensives were too staggered, resulting in only a handful of enemy units going over the top at a time.


Thanks for playing!

Asid:
Hotfix - September 11


Hi all,

Trench raids/melee attacks have been slightly revamped. Movement in open ground at night is now slowed down to represent sneaking when units are not visible to the enemy. Each step taken will result in a reveal/noise check. If it fails, the moving unit becomes visible, and resumes moving at normal speed. This is to facilitate trench raids at night. Additionally, Valour gain and prisoner count now increments at the point of capture - it is no longer required to bring prisoners back to your own trenches, as this was far too difficult to do on a regular basis.

Also, thanks to a suggestion in the discussion forums, field hospital placement is now more useful. Wounded men and sick men now automatically get sent to field hospitals if they are near them. This occurs once a day when resting or on guard duty. Previously, this effect only occurred one-way, with recovered convalescents being sent to units that needed them.

Bugfixes/Changes:

•   Fixed pathfinding when attempting to explicitly target an enemy unit for melee attack.
•   Added variation to starting communication trenches, so that they are no longer perfectly vertical.
•   Invisible or obscured units now sneak at night until revealed by the enemy.
•   Prisoners no longer need to be brought back to your own trenches during a raid to gain experience.
•   Fixed bug in which enemy artillery would retreat too easily after exchanging counter-battery fire.
•   Enemy AI now builds blockhouses along rear trench lines as well.
•   Sound effects for rifles/machine gun animations now fixed.
•   Men who become wounded or sick near field hospitals now automatically get sent to the hospital.
•   Fixed the ability to add supply dumps, which had been broken by refactoring in recent weeks.
•   Food consumption and resupply from field kitchens rebalanced.
•   Field kitchens can now be resupplied by right-clicking on it with no units selected. Nearby units will be assigned. Additionally, the same can be done with field supply dumps if you right-click on a dugout tile with no units selected, assuming your division still has ammo, tool, shell, or gas shell supplies remaining.

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