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On The Western Front
Asid:
Update - October 14
Mon, 14 October 2024
Hi all,
Based on feedback from the forums, I've tweaked the balance and logic of the mass offensives mechanic.
Optimizations in the previous update broke them a bit. During mass offensives, simply running over a contested trench line tile should suffice to flip ownership of it unless an enemy unit is occupying the tile. Prior to this update, only tiles stopped on were being flipped.
I've also tweaked some of the reserve and rotation speed logic to hopefully make mass offensives a bit more frenetic, so hopefully mass offensives feel a bit more impactful.
Bugfixes/Changes:
• Fixed bug in which tiles during offensives weren't properly changing owners.
• Increased reserve replenishment rate during offensives.
• Reduced melee bonus during initial charge of mass offensives. The first day of a mass offensive was wiping out the defending units a little too easily.
• Sped up unit recall speed during offensives.
• Prevented enemy offensives from permanently claiming too many trench lines at once.
Thanks for playing!
Asid:
Update - Jan. 12
Mon, 13 January 2025
Hi all,
Got some good playtesting in over the holidays, so this update focuses primarily on bugfixes. I focused quite a bit on cleaning up some of the logic around offensives and tile ownership, as the previous system was wildly inconsistent at times. Feel free to ask anything in the discussion forums for clarity, it all helps me out a ton.
Bugfixes/Changes:
- Fixed bug in which some units were not relocating when proceeding to a different sector.
- Idle units only reposition themselves if the Operations officer delegation is turned on.
- Increased brightness of animated sprites to make them more visible.
- Fixed issue with sprites that caused walking animation for rifle units when moving left or right to break.
- Tracked down potential crash after multiple successful enemy offensives.
- Fixed further issues with scheduled order start time refresh.
- Fixed bug with enemy offensive tile calculation, removed tendency to claim small chunks of irregular trenches.
- Ownership of wire and support buildings like kitchens and showers are now properly transferred upon conclusion of a successful offensive.
- Enemy AI consolidating player trenches after successful offensives is now less patchwork and involves more units.
- Fixed alternate font for activity log button and certain setting labels.
- Fixed alternate font for subordinates panel in Order of Battle screen.
- Fixed alternate font in other random places.
- Fixed bug in which having manually delegated units for automated orders would affect aerial tasks, causing the Intelligence officer to schedule aerial missions even when turned off if any units were marked for automation. Aerial missions are not affected by whether or not infantry units have been marked for delegation.
New Localization keys:
- TITLE_SCREEN_SELECT_NATION_LBL
- UNIT_SCREEN_SUBORDINATES_HEADER
Thanks for playing!
Asid:
Update - Feb. 15
Sat, 15 February 2025
Hi all,
A fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles out of range. This behaviour extends to scheduled orders over an area of interest.
Previously, units would select a random tile in the area of interest and fixate on that one area for the duration of the order. Now they will rotate valid positions automatically.
Bugfixes/Changes:
- Tweaked tile "painting" during offensives again, to allow the defenders to more easily retake tiles.
- Adjusted idle AI during offensives, so there are fewer instances of units standing next to each other idle.
- When assigning units to a scheduled Suppress Area order over an area of interest, they will now change attack targets within the area of interest each turn.
- Fixed bug in which artillery bombardment orders showed up as Attack Area instead of the shell type.
- Attack Area orders can now be dragged, covering a larger area than the actual attack area of the unit. This works for both the right-click context menu and the scheduled order screen. If the area is larger, a random target within the area will be attacked each turn. Note that the unit will not move to attack the area - it will only attack tiles that it is in range for, and will reset to idle if no tiles are found.
- Updated line of sight logic for attacking areas. Units with theoretical line of sight but not true line of sight can still fire upon tiles to suppress them, but will not do any damage. True line of sight is line of sight in which terrain and weather is taken into consideration. Theoretical line of sight is the same logic used for artillery - tiles can be fired upon regardless of terrain or weather, and only elevation is taken into account.
- Fixed potential crash bug during unit rotation when opposing rear supply line tiles were captured.
Thanks for playing!
Asid:
Update - April 24
Thu, 24 April 2025
Hi all,
This update is mostly focused on quality of life issues brought on by recent additions. Namely, I've added the ability to select multiple scheduled orders at a time in the Scheduled Order subscreen so as to make it easier to add orders to groups.
I've also added the ability to limit certain delegated orders to certain areas of interest, in case you want more control over where your staff officers schedule orders.
It is important to note that the staff officer only tries to schedule orders where you want them to if possible. If he is unable to for some reason - for instance, scheduling Repair Trench orders for an area of interest that no longer has any trench tiles in it - then the logic will default to the previous logic in which the repair order will prioritize front line trenches first.
Bugfixes/Changes:
- Can now select multiple active orders in the Scheduled Order screen. This allows you to add multiple orders to a group at a time.
- Can now remove orders from groups.
- Fixed alternate font bug in staff officer portion of HQ screen.
- Fixed potential crash when reassigning Operations officer.
- Spaces in order naming input no longer cause the game to pause and unpause.
- Routed units will no longer cause Valour to go negative.
- Supply units on kitchens that are fully supplied will check and supply nearby kitchens as well.
- Fixed bug in which scheduled orders for artillery bombardments were no longer showing the shell type.
- Attack: (weapon) orders now properly show weapons in list of existing orders.
- Fixed longstanding bug when using raid buttons on the top of the screen in which clicking to call back raiding units would sometimes not work right away.
- Company HQs that are part of scheduled orders no longer hang back and do nothing, instead accompanying their platoons as close as possible to the assigned order area.
- Units now simply go to the nearest cover (non-Plains) tile after a scheduled order is completed, rather than going back to the front lines. The original behaviour was meant to prevent front lines from inadvertently becoming empty after scheduled orders were issued, but it's not particularly user-friendly.
New Localization keys:
- SCHEDULE_ORDER_SCREEN_REMOVE_FROM_GROUP
- DELEGATION_AREAS
- DELEGATION_AREAS_TOOLTIP
Updated Localization keys:
Thanks for playing!
Asid:
Update - May 25
Sun, 25 May 2025
Hi all,
An update focused entirely on bugfixes and quality of life updates. The main one is turning Add Supplies orders to AOE orders by default, instead of only when the current tile is fully supplied. Having supply and medical units run back and forth is an idea that sounds good on paper, but doesn't translate too well in practice. I'm hoping that this helps manage logistics a bit better even if it's technically less realistic.
That being said, the last few updates over recent months have been mostly focused on AI changes, bugfixes, and quality of life updates. I've added all the major features I planned to add, and some I didn't even plan on adding when I began this project. While I don't intend to stop working on the game entirely, I feel the game is fully-featured and stable enough to justify a full 1.0 release. I'm setting a tentative date of August 8 (the black day of the German Army) as a 1.0 release date. Feel free to let me know your thoughts on the issue.
Bugfixes/Changes:
- Supplying field kitchens and dugouts is now essentially an AOE effect in which units will supply the kitchen/dugout they're standing on as well as nearby ones. Previously this would only happen if the kitchen/dugout the unit was currently on was already fully supplied, now it happens by default.
- If you issue an order to Add Supplies to dugouts by dragging over an area which includes multiple dugouts, units will now move on to other selected dugouts and add supplies to them too rather than just choosing one and sticking with it.
- Fixed bug with event log in which it was not refreshing latest events properly.
- Event log now properly clears out when loading a saved game.
- Infantry and artillery alike will now attempt to reposition themselves closer to company HQ units when repositioning after completing their orders.
- Made units engaging in counter fire less inclined to fire endlessly even when opposing units have already ceased fire.
- Hooked scheduled group functionality into online co-op.
Thanks for playing!
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