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Regiments News

Hotfix 1.0.97c

- Fixed a CTD issue on launching the game through the exe directly
- Fixed incorrect rotation on Metis ATGM model

Hotfix 1.0.97b

- Fixed CTD on Grossentaft in Attack mode

Hotfix 1.0.97a

- Fixed several crashes
- Added M109A3GA1 to West German forces, replacing outdated M109G in brigades and task forces where it makes most sense
- Added G3A2 with wooden furniture to Heimatschutzen squads
- Added correct model for Metis ATGM

Update 1.0.97

Despite being an update about fixing things, most fixes required significant rewrites, so expect hotfixes.

- Added new main menu music theme
- Added Czech localization
- Added proposed fixes to Italian localization

- Replaced BTR-70 with BTR-60 in 120th Guards MRR for authenticity
- US TFs almost completely lacked M2A2 as an option: adjusted 2 TFs to include them instead of redundant options
- Added a separate icon and decal for the Belgian 4th Pantser Infantry Brigade
- Engineering tanks received a minor buff so that a platoon of 3 tanks is equivalent in breaching ability to a platoon of 4 assault engineer squads. M728 CEV and AVRE also made a bit cheaper.

- Platoon panel now has a small red blinking dot near icons of the platoons that are in combat
- You can now see which targets platoons are engaging when holding SHIFT
- Bomb and PGM strikes should now actually ignore helicopters as valid targets
- Fixed instances where AI Artillery won't displace after salvo
- Fixed AI Artillery idling when there are no same-AI groups to support
- Added basic fixes against AI overcrowding in spawn areas
- Adjusted Operation "TF McMains" starting resources to be less stingy

- Fixed (hopefully for certain this time) cases where a platoon will move through impassable terrain (typically, lake)
- Fixed US M577 deploying smoke despite not having smoke launchers
- Fixed small arms fire causing dirt splashes in the air when targeting helicopters
- Fixed minor bugs with suppression calculation
- Fixed unit movement audio not playing after spawn
- Fixed minor waypoint drawing issues
- Fixed AI SAM platoons not reacting to threats when following a combat group
- Fixed TacAid voice reports depending on the presence of targets in the attack zone
- Fixed platoons with lost vehicles endlessly consuming supplies
- Fixed multiple issues with pooling logic, which should slightly improve performance toward the end of long sessions

- Platoon attack logic had a rewrite, though public-facing behavior should remain largely the same

Roadmap Status Update

To say that the year since the 16th of August '22 release flew by in the blink of an eye would be an understatement. Can it really have been twelve months already?

On the other hand, game development stopped being just an amuzing hobby, filled with 16-hour crunch sessions, and started to be an actual business, with banks, taxes, and compliance hurdles in a heavily-sanctioned region. Times flies fast with such a wide variety of new tasks and issues to solve.

So, where do we stand now?

[h2]Current developments[/h2]

A recap of key points:
  • A significant portion of the planned "Northern Group of Forces" DLC has been released in the form of free updates. It is only logical that the Netherlands will follow suit sometime during autumn to round out the planned content.
  • One of the items on the 'optional features' list, the Static Defense skirmish mode, complements the Mobile Defense version.
  • Regiments is now available on GOG, and the Steam version is finally playable through GeForce NOW.
An M113 C&V and a Leopard 2A4NL of the Royal Netherlands Army crawl along a forest path

[h2]Demo[/h2]

The popular "2-hour refund as a demo" system on Steam has been working okay, but I believe it would be far better for everyone to have an actual demo. For a relatively slow-burn title like Regiments, 2 hours isn't much time to make an informed decision and it is simply far more convenient.

Concurrently, the main branch will be updated with the Czech localization and several community-driven improvements.

[h2]New Nations[/h2]

As mentioned earlier, the Netherlands is likely to be released this autumn.

Meanwhile, both Czechoslovakia and France are nearing completion with the tremendous assistance of the community. Only Canada remains to complete the army lists for the 'Central Group of Forces' DLC.
A CSLA OT-62B mechanized squad follows the lead of a reconnaissance OT-65A scout car. Both vehicles are armed with the ubiquitous T21 Tarasnice recoilless rifle

On the subject of DLC, this expansion will be a paid one. Not only does it add numerous new units, but also introduces a significant feature:

[h2]Generated Operations[/h2]

The original concept for DLCs was straightforward: introduce 1-2 operations corresponding to each nation, weaving them into the overarching plot. Sounds easy on the surface, but upon reflection, this rivals the entirety of the release content. We're looking at a minimum of 6, but ideally 8-9, new Operations to adequately represent all nations' forces and integrate the new mechanics.
The inescapable informational background of a real war isn't very conductive for writing the narrative parts of the operations as well.

So, how can we circumvent this and still deliver operations for the new armies?
By the power of procedural generation.
Select a regiment. Set up the starting conditions, length, difficulty, optional rules.
Fight through multiple Stages: each with a randomly-selected mission template, map, opposing force, and event cards.
Incrementally upgrade the regiment to meet arising challenges.

Although this system might not offer the same narrative depth as the 'fixed' Operations, its vastly expanded replayability and extensive customization options should position it as a solid alternative.

It's a big item, though. Given the magnitude of additions, the DLC release date might be pushed back, potentially even to 2024.
Gazelle helicopters soar above a patrol of several AMX-10RCs

[h2]New Mechanics[/h2]

As outlined before, battlefield will expand across the aerial dimension.
The Combat Air Patrol TacAid feature will deploy fighter jets to overwatch a designated area for a specified duration, swooping down to engage any enemy aerial targets.

Integrated transport helicopters provide unparalleled mobility to air assault infantry and other air-transportable units. Both come as a single platoon stack: usually, the platoon will deploy with units riding inside the helicopters. When they arrive at the landing zone, an Unload command dismounts the transported unit. After that, the helicopters automatically retreat from the map along the safest route possible, taking into account known anti-air sites. The dismounted platoon operates as any standard unit would. If it is destroyed or retreats, the entire stack becomes deployable again.
When on the defensive, deploying air assault infantry right away can be advantageous to make use of pre-battle entrenchment.

Although both features are functional, they still need further refinement and balancing, particularly with regards to infantry-only platoons. As noted in the earlier road map, these mechanics won't necessarily be tied to the DLC and may appear separately for existing armies.
UH-60 Blackhawk helicopters deliver troops for an assault

This sums up the key changes to the earlier roadmap and the current state of our progress. By and large, the general course remains the same, adjusted for the extra effort on the business side of the development.

See you again pretty soon, with demo announcement and more.