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On The Western Front
Asid:
Update - August 14
Mon, 14 August 2023
Hi all,
I did a bit more bughunting this time, as well as implementing a new feature that was requested in the Discussion board. Keep it coming!
Bugfixes/Changes:
Added a game diary option in the Event Log. You can now add random notes as you play the game. These are saved to a separate file, located in the Logs folder of your save directory.
The main caveat here is that word wrap doesn't work. Try as I may, the TextEdit control in Godot doesn't seem to have functioning word wrap, and my attempts at actually modifying the C++ engine code to include it were not successful. To write on a new line, you'll have to press Enter manually.
Reserve unit lists in the Headquarters screen and corresponding reserve unit detail trees now properly refresh in real-time rather than requiring the user to close the popup and bring it up again to refresh unit details.
Reserve unit replenishment is properly scaled so it doesn't all happen at once any more.
Minor bug in which destroyed units on the Order of Battle screen would not refresh their numbers properly when destroyed, so that their displayed numbers would remain above zero.
New Localization keys:
EVENT_LOG_RECORD_BTN
EVENT_LOG_ERASE_BTN
EVENT_LOG_NOTIFICATION_LBL
EVENT_LOG_DIARY_LBL
Thanks for playing!
Asid:
Update - August 26
Sun, 27 August 202
Hi all,
I've been doing a lot of playtesting recently, so this update consists of some game balance updates, as well as quality of life updates and bugfixes.
Bugfixes/Changes:
Raid type buttons are reset properly when reloading saved games.
Increased river crossing movement penalty.
Fixed possible crash when rotating units during mass offensives.
Creeping barrage upgrade now overrides artillery max forward position when suppressing area.
Artillery can no longer cross rivers without bridges or pontoons.
Added objectives to scenario descriptions.
Added a warning popup when proper tiles for Rest and Supply Area orders are not selected. Previously the user would get no notification if selected tiles were too far forward or if there were no units in the selected area available to be resupplied, leaving them in the dark.
Removed islands from the Meuse-Argonne map. I found it had a tendency to make pathfinding weird, and complicated bridge and pontoon orders.
New Localization keys:
TITLE_NEWGAME_WESTERN_FRONT_DESCRIPTION
TITLE_NEWGAME_EASTERN_FRONT_DESCRIPTION
TITLE_NEWGAME_MEUSE_ARGONNE_FRONT_DESCRIPTION
TITLE_NEWGAME_VERDUN_FRONT_DESCRIPTION
TITLE_NEWGAME_ITALIAN_FRONT_DESCRIPTION
TITLE_NEWGAME_SCHWABEN_DESCRIPTION
CONFIRMATION_ORDER_INVALID_TILES_SUPPLY_AREA
CONFIRMATION_ORDER_INVALID_TILES_REST
Thanks for playing!
Asid:
Update - Sept. 20
Wed, 20 September 2023
Hi all,
This update consists mostly of responding to user feedback and adding quality of life changes. The biggest one is changing the Find Wounded/Stretcher Bearing/Treat Wounded process to match that of supplying an area. Rather than Medical units running to units with wounded men, then bringing them back to treat them, Medical units now simply treat wounded over an area of your choosing. This streamlines the process and reduces it into a matter of keeping track of area coverage rather than having to individually keep tabs on each Medical unit. It was somewhat more realistic, but ultimately not very intuitive.
I've also changed the way Supply units perform Add Supplies tasks. Previously, they would revert to resting once they filled up a supply depot. However, this led to confusion and inefficient supply management. Now they continuously top up the supplies until ordered elsewhere. Again, making supply a matter of keeping track of coverage rather than individual units. Hopefully these changes make logistics easier to manage.
Bugfixes/Changes:
Creating a new pilot via the debug screen now works properly.
Enemy AI division can no longer unlock achievements.
Tweaked line of sight against units in houses or forests, now affected by the terrain level rather than being a flat visibility modifier.
Fixed casemate unit effect and tooltip.
Units adding supplies to field kitchens no longer automatically stop when the kitchen is full, instead continuously topping them up.
Units no longer automatically revert to supplying area after completing an Add Supplies order on a dugout.
Find Wounded orders now function similarly to Supplying Area orders. You now drag over an area and Medical units passively treat wounded units in it.
The Medical status button in the top right of the screen now also shows areas covered by Find Wounded orders.
Updated Support Units tutorial with new medical unit process.
Fixed alternate font on tank step in Support Units tutorial.
Added tooltips for 'Select Visible', 'Select All', and 'De-select All' in the unit details popup.
Destroyed units can no longer be selected via the checkbox next to their name.
Rest and supply area orders now still work properly if the player has been driven back beyond his or her last trench line. Previously, "running out" of trench lines would cause basically every tile in front of the very bottom of the screen to count as being too far forward.
New Localization keys:
MOUSE_DRAG_FINDING_WOUNDED_LABEL
CONFIRMATION_ORDER_INVALID_TILES_FINDING_WOUNDED
HELPER_UNIT_ACTION_PREPARING_AID
UNIT_DETAIL_WINDOW_SELECT_ALL_TOOLTIP
UNIT_DETAIL_WINDOW_SELECT_VISIBLE_TOOLTIP
UNIT_DETAIL_WINDOW_DESELECT_ALL_TOOLTIP
Updated Localization keys:
SUPPORT_TUTORIAL_MEDICAL_01
SUPPORT_TUTORIAL_MEDICAL_TOOLTIP
Thanks for playing!
Asid:
Update - Dec. 9
Sat, 9 December 2023
Hi all,
You now have the ability to customize both the player division and the enemy division when starting a new game. From here, you can add and remove units, set starting battlefield parameters, and generate officers. It's not unlike the debug console, but you can now build from scratch and save the result to file in case you want to carry over the divisions.
I've also addressed a few points of feedback from the discussion forums, mainly the inability of rifle units to supply field kitchens like they're supposed to be able to.
Bugfixes/Changes:
Added custom start screen.
Fixed bug in which rifle units were not able to top up field kitchens.
Added the ability to Add Food to field kitchens when Rifle units are selected.
Can now assign camera zoom to buttons.
Fixed bug in calculating division numbers when starting a new game.
New Localization keys:
FILTER_BY_UNASSIGNED
COMMANDER_UNASSIGNED
CAMERA_ZOOM_IN
CAMERA_ZOOM_OUT
CUSTOM_START_BUTTON
CUSTOM_START_PLAYER
CUSTOM_START_ENEMY
CUSTOM_START_SHOW_RESERVES
CUSTOM_START_SHOW_ACTIVE
CUSTOM_START_RESERVES
CUSTOM_START_ACTIVE
Thanks for playing!
Asid:
Update - March 2
Sat, 2 March 2024
Hi all,
This update fixes some more issues that were brought up in the discussion forums, and adds a few quality of life fixes as well. Thanks again to everyone who tried the game out and provided valuable feedback. It is all very much appreciated, as always!
Bugfixes/Changes:
Fixed season indicator in the top left of the screen.
Added tooltips to season and time of day on top left of screen.
Units can now see through farmland, but still not into it.
Fixed bug with Issue Order button in Scheduled Order screen, where it could be disabled when selecting invalid unit types and would not re-enable when selecting artillery units.
Can now issue rest scheduled orders to artillery units.
Can now issue rest orders to mixed groups of infantry and artillery. Previously you had to select groups of either all infantry or all artillery.
Rest scheduled orders for artillery units now properly prioritize artillery pits.
Sight range reduction when resting (as opposed to watch duty) has been increased.
Fixed bug in which Supplying Area orders generated by your Logistics officer would always show Ammunition as the supply type.
New Localization keys:
HELPER_SEASON_SPRING
HELPER_SEASON_SUMMER
HELPER_SEASON_AUTUMN
HELPER_SEASON_WINTER
HELPER_TIME_OF_DAY_MORNING
HELPER_TIME_OF_DAY_DAY
HELPER_TIME_OF_DAY_EVENING
HELPER_TIME_OF_DAY_NIGHT
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