Staff Officers6 May @ 9:01am - Aggroblakh
Hi all,
Sorry for the long delay between updates. Fairly sizeable content update this time, as I've added both divisional staff officers and random events.
The headquarters screen now contains a section which allows you to assign divisional staff officers, each with different effects on the division as a whole. Additionally, the frequency, type, and possible outcomes of random events are dictated by who you assign to these positions. For instance, it might not be worth it to have a competent Chief of Staff if his personal traits aren't very good, as the events and decisions he forces you to deal with might be a giant pain.
For now, the number of events and decisions is limited to one per officer type - I'll be adding to it gradually as I continue to work on the game.
Bugfixes/Changes:• Staff officers now appear in the HQ screen.
Chief of Staff: Affects order delay for all units.
Operations: Affects artillery effectiveness and readiness decay when both attacking and switching tasks.
Administration: Affects passive morale loss and replenishment rate of units in reserve.
Logistics: Affects food/water regain when in range of kitchens.
Intelligence: Affects success rate of air reconnaissance and revealing of units due to noise.
The help text for this new feature is also included. Additionally, German staff officers now have the "von" in their surnames, and British staff officer names will sometimes be preceded with "sir."
• Random events and decisions now appear every now and then.
These can sometimes cause temporary effects that affect the whole division.
• Since your Operations officer now affects the number of tiles attacked by artillery batteries, the default number of tiles bombarded is reduced.
• Following on from above, the number of tiles bombarded is now affected by current readiness levels. This is to encourage more frequent drilling and troop rotation.
• Readiness used to be reduced when in reserve, as sort of a tradeoff to the restoration of morale and numbers. Readiness now increases when in reserve. However, readiness now goes down when units attack, to simulate the breaking down and overuse of equipment. Thus it becomes necessary to rotate troops even after taking offensive actions.
• Fog of war has been tweaked to make it harder to scout enemy positions without constant reconnaissance.
• Aerial reconnaissance is now more difficult, but can be mitigated with a good intelligence officer.
• Added a few more variations to the officer portraits.
Important notes:You might notice a few references to something called "unit cohesion." This is irrelevant for now, but will eventually come into play once I get the Russians, Italians, and Austrians into the game. No timeline yet on when that happens, but it's just something for the future.
You might also note that a lot of traits for the staff officers, such as "Reactionary" don't have proper tooltips. This is related to some of the random events I have in mind for future updates, so proper tooltips will appear for these traits once I hash out their associated events.
Thanks for playing!