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Full Release 1.11 - misc armor, QOL, other minor features plus bug fixes

Features

  • ** Prep for next campaign ;-)**

  • **‘Side’ of tanks is now wider than before (Patrick, Luke) **-  reflecting more accurately both reality and the “Panzer War” rules we base our armor system on. This should making getting side shots on enemy armor easier. Of course that cuts both ways ;-)

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  • JgdzPanther 🙂 **& JgdPz IV L70 **
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  • **QOL; more useful ‘Men’ Victory Condition button messaging (Luke) **- the summary, imitating ‘Mission’, would report the next HIGHER victory condition for ‘Men’ which makes little sense since generally casualties go up not down and victory conditions get worse with. So now the button reports the next lower “down”)  triggering threshold:

  • Writers can now control ‘ambient’ sfxs (Luke) - e.g. interior sounds if in a building during an Interactive Fiction episode as opposed to hearing birds tweeting like usual

  • Campaigns can have mouse over descriptions now (John, Luke) - like scenarios currently do. Now that we will have multiple campaigns its needed :-) 

  • Sten gun vs vickers vs bren SFX (Chris, Luke)

  • **UK theme now applies to message title bars (Luke) **- was olive green before

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Bugs

Various narrow context ones so skipping . More noticeable ones:

  • Percent casualties for Men victory conditions now only judges vs baseline of units involved in a given scenario (Alan, Luke) - so for example if only 5 of your 20 unit core is active in a given scenario (whether by starting or map or being a reinforcement) then casualties will only be assessed as percentage vs those 5 not 20. Note auxiliary units (not core but in scenario) are also included. So in above case if 3 auxiliary then comparisons would be vs the 8 units.  Before comparisons were to all  possible campaign units. Leading to distortions of casualty perc counts in say small scenarios like Red Beach.

  • Crash when upping XP in aid view (Craig, Luke)

  • **Road sides were erroneously imposing terrain costs leading to weird punishment of movements across hill road sides (Patrick, Alan, John, Luke) **note in image below some directions give 3 hex movement but others only two (e.g. weird road side effect). Note road side of hill on NW.

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  • **“Mystery GUI lock” (Minty, Luke) **- if a scripted event destroyed a unit in middle of a multihex move the game would lock.  

  • Long standing bug: “RnR” showing on units that were actually returned to duty (Luke)- these units had not a formal check for return to duty done at start of new scenario. Only at end of prior scenario :-(

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  • **JagPz IV, German Char Variants had bad armor values (Patrick, Luke) -**due to an excel database error.

  • StuH 42 had JagPanther armor and vice versa

  • ** Crash: Too Many leaders (Alan, Josh, Luke)** - system was not taking into account some leaders being on RnR  if multiple leaders involved.

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