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On The Western Front
Asid:
Officer Details
Sat, 7 December 2019
Hi all,
Officers and pilots now have sub-experience bars underneath their attributes. These increase along with the officer's overall experience depending on the tasks completed by the platoons under his command, or by himself if a pilot. While filling the bar does not directly improve the attribute, it will increase the probability of the attribute improving when the overall officer level improves.
Leadership experience is gained by partaking in offensive actions and taking prisoners. Organization experience is gained by performing logistical duties, such as treating wounded, carrying supplies, or laying telegraph lines. Command experience is gained by building things or drilling.
For pilots, accuracy experience is gained by successful attacks on enemy pilots. Skill experience is gained by evading enemy attacks. Vision experience is gained by revealing enemy tiles, and Discipline experience is gained by reconnaissance pilots when successfully focusing on reconnaissance rather than being drawn into a dogfight.
Bugfixes/Changes:
• Commanders now gain experience for performing different actions.
• Commanders and pilots now have individual experience bars for each stat, which influences possible stat gain after level up.
• Pilots are now rotated properly by the AI when delegating Intelligence tasks.
• Pilots are slightly more likely to be shot down when pursued.
• Open-minded Intelligence officers now provide a bonus to division experience for all successful pilot actions. They also have slightly lower Valour requirements for Flamethrowers and Tanks.
• Close-minded Intelligence officers now penalize pilot experience gain. They also have slightly higher Valour requirements for Flamethrowers and Tanks.
• Open-minded Operations officers have slightly lower Valour requirements for Flamethrowers and Tanks.
• Close-minded Operations officers have slightly higher Valour requirements for Flamethrowers and Tanks.
• Aristocrats, when assigned to Administration, boost morale and readiness daily for all units in the first year of the war. Each year, the effect is reduced and eventually becomes a negative effect on both morale and readiness.
• Tooltips for Open-minded, Close-minded, and Aristocrat traits have been updated.
• Fixed bug in which closing the event popup would unpause the game automatically.
• Help text updated with sub-experience bar information.
• New events:
(Administration) Censor Mail - Choose between censoring mail to reduce morale or allowing potentially subversive thought and reducing cohesion. The effect of the morale loss is reduced if your Administration officer has the Propagandist trait.
(Administration) Drill Sergeant - Allowing an old drill sergeant of one of your commanders to become one of his NCOs can provide a boost to his Organization and Command sub-experience points at the risk of adding the Slave Driver trait. Preventing this sort of nepotistic behaviour may, however, cause your commander to gain the Lazy trait.
(Logistics) Supply Reshuffle - Choose between supplying your front-line troops at the expense of your support troops, or causing a morale drop to your front-line troops. Only available for Logistics officers with the Aristocrat trait.
Thanks for playing!
Asid:
Game Update - Dec. 20, 2019
Fri 20 Dec
Hi all,
General update this time around. The biggest change is that the map is wider and the scroll has been worked on to allow for a zoom level which encompasses the width of the whole map. Other than that I mostly spent the last week and a half adding a few requested items and fixing bugs.
Bugfixes/Changes:
• Map is now wider.
• Scroll has been tweaked so that the widest zoom level encompasses the width of the map. Note that if you have squad sprites enabled, zooming out to the widest two zoom levels will temporarily disable them.
• Scroll speed now adjusts itself depending on zoom level.
• Aerodrome screen now split into recon and escort roles.
• Balloons are now more dangerous to attack.
• Fixed bug in which observer would not appear in pending patrol list when assigning a recon pilot.
• Fixed bug in which pilot experience in pilot profile popup was incorrect value.
• Fixed bug in aerodrome that would make it difficult to un-assign pilots from pending sorties when the timer was running, since the list was refreshing each game tick.
• Logistics delegation now includes the automatic resupply of field kitchens.
Thanks for playing!
Asid:
Update - Jan. 7
Hi all,
Due to the holidays, I didn't get a ton done for this update. Mostly fixing a few bugs and doing a bit of optimization.
Bugfixes/Changes:
• Fixed bug in which enemy AI supply units weren't working properly, preventing it from proper construction.
• Reworked texture rendering so that map scrolling is a bit smoother at higher zoom levels.
• Fixed bug in which delegating tasks to your Operations officer would lag the game.
• Slightly increased the amount of starting wire for the enemy, but limited it to the first two trench lines.
• Fixed tooltip in top menu bar - the red cross should say "Casualties Sustained".
• Crowding should be automatically avoided when issuing build orders.
Thanks for playing!
Asid:
Update - Jan. 24
Fri, 24 January 2020
Hi all,
I'm starting work on the Eastern front map type, which will introduce the Russians and Austrians. It will also introduce marshes, cavalry units and rivers. This is a lot of work, so this update and probably the next will be relatively light.
I've added the farmland terrain type in the meantime. It doesn't add that much to gameplay, but I figured it's always nice to have more stuff in the game, especially since I was already working on terrain. Lastly, due to complaints about crashing when saving or loading, I took a few days to rewrite the save/load system to be less of a memory hog. I suspect this was a major reason for the crashing. Needless to say, previous saves will be made obsolete by this update.
Bugfixes/Changes:
• Rewrote save/load to use less memory, which should reduce the amount of random crashes from doing so.
• Added farmland terrain type. It will obscure and hide units, but offers no protection from attacks.
• Fixed bug in which units were crowding on single-tile build orders.
• Construction in general is quicker - I felt it was unrealistic to take weeks to build a communication trench, for example, when motivated troops were capable of entrenching within days.
• Trenches are now quicker to build, but provide less protection from artillery. Conversely, reinforced trenches provide more protection, but it takes longer to reinforce trenches.
Thanks for playing!
Asid:
Eastern Front
Thu, 27 February 2020
Hi all,
The features for the Eastern Front map type are done. I've added the Austrians and the Russians into the game, with their own pros and cons. The Germans are also an option on this map type.
Biggest addition is the addition of rivers. I'll be adding more variations later on, but the core mechanics are present. To cross rivers, you must build bridges or pontoons. Pontoons build a lot more quickly, but are more easily destroyed. If there are no bridges available, units will ford the river, which incurs a large movement penalty. Artillery and cavalry units will ford the river more easily, but incur the same movement penalty, so it becomes important to plan ahead a bit with bridges and pontoons if large scale movement occurs.
Cavalry units are also added and become part of the default allocation of units when starting an Eastern Front map. The tradeoff is that tanks are no longer an unlockable upgrade on the Eastern Front map type. Cavalry have the ability to attack at range using carbines, but most notably they can also charge. Charging works like painting areas, except that cavalry units will attempt to follow the path you've drawn once it is confirmed. This will switch the selected cavalry units to melee attack mode.
Lastly, I've added marshes into the game. This is just another terrain type that heavily hinders movement and increases rates of sickness for units in it. Marshes do, however, conceal units, so it's not all bad.
Bugfixes/Changes:
• Added marshes, rivers, and cavalry into the game.
• Area paint brush can now paint paths when brush size is thicker than a single tile.
• Fixed pathfinding bug in which units would always go to the front line, then run back rather than proceeding directly to specified position when told to move into open ground.
• Fixed bug which prevented build orders from properly being issued when issued in succession.
• Fixed bug in which Cut Wire order would randomly disappear.
• Changed loading text to be more accurate.
Thanks for playing!
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