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Update 1.3.2

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Dear Tankers and Mechanics!

We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.

Next we are onto finalization of the Ponyri DLC, but there might be a small patch before it comes out, we will inform you guys in dev status and on forums - happy hunting

PS. Sorry for the quality of the thumbnail - Michał is on vacations and I had I've just used paint - in my opinion it's superb tool

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Changelog 1.3.2

Added:

  • Option to name the battle saves created in pause menu

  • Killcam for explosives, grenades, arty, bombs

  • Sound of being on fire for infantry

  • Tank track skid marks

  • Battle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minimum (25% units).

Modified:

  • Changed AI vehicles movement, to be more responsive. AI vehicles will now yield to each other more effectively.

  • Changes to formations: vehicles following the player's vehicle, align parallel to it when in line formation.

  • Spawning tanks in ballistics lab now shows Loading parent and player needs to wait before being able to click anything

  • Issue with peeking out or in and the visors being visible

  • Decreased the chance to spawn a tiger on procedural missions

Fixed:

  • Player spawned squads now spawn in proper formation

  • Player when is outside the tank using binocs will correctly see his tank shadows and materials

  • Tank skid marks will be hidden when inside tank (wont be visible through armor)

  • Manual saves now display their file names correctly in battle load list

  • Issue with infantry ui manager that duplicated the cost of selected infantry when player changed tabs of the menu

  • Objective markers under terrain on Starozhevoye Forest procedural mission

  • Infantry that spawns in APC or on top of tanks will be now properly blocked if the unit count is too high

  • Spawners on procedural missions should now face the closest enemy spawner instead of forward

  • Issue with Maus tank not being correctly shown in procedural campaign when loading in a save file

  • Issues with AI on procedural missions not rotating towards closest enemy respawn point

  • Issues with AI rotating in place without reason

  • Issues with AI on procedural missions receiving too many move to commands resulting in total chaos

  • Incorrect offmap support available on soviet procedural campaign

  • Incorrect battle area size and missing squad spawners on PR_Psel_River scene

  • Camera shadows are now disabled correctly

  • Issue with game not applying texutre quality setting at all

  • Potential crash on ballistics lab where player changed the vehicle while previous xray animation was playing

  • ID when selecting tanks in wreck mode should now be correct

  • VFX of burning infantyr is properly attached to the spine bone of the infantry

  • There should be no more flying fire in sky when player ends a battle and returns to repair station

  • Tiger VIE and PZ IVH issues when closing hatch and the turret meshes were disabled on player sight

  • KV-1 mod. 1942, KW-1B 756 and KW-1C 756 - Commander in multi crew now correctly controls the fire extinguishers.

  • Vehicle exhaust particles should work correctly now

Thank you for your support, we are working. See you next time! DeGenerals

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