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Regiments News

"Second Wave" Update is Live

[previewyoutube][/previewyoutube]

This update arrives as a regular patch; if the Steam doesn't auto-update Regiments to the latest version - just restart Steam, this will force it to look for updates. You can see the updated installed succesfully by the banner in the main menu (well, and the new content).

[h2]Two new Operations[/h2]

'Doctrinal Approach' puts you in command of an entire East German mechanized regiment in a pitched fight against well-entrenched West German units.

'Task Force McMains' is a classic scenario - a US mechanized Task Force defends against a Soviet attack in the Fulda sector.

Both operations happen alongside the other June events and are unlocked if you've completed the 'Reaction' Operation.



[h2]Skirmish mode additions[/h2]

Four new regiments enter the fray:

British 1st Queen's Dragoon Guards - part of the Corps Border Surveillance Force, this recon-focused formation would be one of the first to engage the advancing Warsaw Pact forces.

British 20th Armored Brigade - an epitome of 'slow and steady' concept, 20th utilizes a mix of Chieftains and FV432 APCs.

British 33rd Armored Brigade - 33rd, attached to reinforce I BE Corps, was already present as Task Forces available to the Belgian forces. Now reversed, 33rd Armored Brigade itself is a UK core force with several Belgian task forces present.

West German 53rd Heimatschutzbrigade - a second-line homeguard formation, utilizing older equipment like M48G tanks and KanJagdPanzer tank hunters.

Some of the old Regiments received adjustments, and quite a few task forces were changed or updated with new units.

A new map - Route "Sherwood" is also available in all Skirmish modes.



[h2]Companies[/h2]

Companies are a new game concept - several platoons controlled as a single element.
They will be primarily used to represent formations that don't have enough officers or communication equipment to maneuver with individual platoons. Companies concentrate a lot of firepower, but can be slow and unwieldy to control.

Companies are commanded by issuing orders to the command platoon. Subordinate platoons will follow it and copy its behaviour, but are impossible to control directly. If the command platoon is lost or begins to retreat, the whole company will retreat too.
Companies will move in a line formation by default, switching to column on Fast Move order.

For now, Companies are present in the 'Doctrinal Approach' operation, and two Skirmish regiments - 53rd Heimatschutzbrigade and East German KdA group.



[h2]New units[/h2]

Update introduces new units and make some of the already-present ones fully playable.

In addition to the already playable Challenger, Warrior, Rapier and FV100-series, UK forces receive:
- Chieftain mk.6, mk.10, mk.11
- Centurion AVRE
- FV432 APC and Self-proplled mortar
- FV438 Swingfire anti-tank system
- FV436 Command Post
- FV433 Abbot self-propelled artillery
- Gazelle recon helicopter
- TOW-armed Lynx anti-tank helicopter
- Bedford truck

West German forces now also include:
- M48GA2 tank
- Jagdpanzer Kanone 90mm
- Iltis utility vehicle
- Heimatschutz infantry

Warsaw Pact forces also received a pair of units:
- BMP-1 with Malutka ATGM present
- Strela-1
- T-64BV, while already being in game, wasn't available in any of the Task Forces or Regiments in the release version - it has now been introduced to 332nd Tank Regiment in Skirmish
(the bulk of the WarPac reinforcements are still scheduled for the next DLC)

You will also notice a few anti-air platoons focused on infantry-portable anti-air missiles. Unlike the regular MANPADS teams attached to IFV platoons, these are considered to be fully connected to the air-defence radio network - and feature noticeably improved engagement envelope and reaction times.



[h2]And many other additions:[/h2]
- Regipedia improvements
- Ability to select exact nations for AI in Attack & Mobile Defence modes
- Random map selection in Skirmish
- Ability to restart a Skimish game without having to exit back to menu
- Event Cards with randomized events no longer can be rerolled by restarting the phase
- Updated Bloom effect
- Zone labels scale with Icon Size setting
- Minor tank stats pass (primarily addresses the overly optimistic Leopard 1 armor values)
- Supply platoons speed adjusted 55 -> 65 km/h
- Free Camera can be enabled during deployment & post-battle review
- When waypoints are displayed via Shift, current move command displays the actual path a platoon will follow (but not the queued-up commands, that may come later)
- Nation-specific supply trucks are now properly utilized in Skirmish modes
- Incremental improvements to a variety of vehicle models
- A great deal of bug fixes

Thanks for you attention!
Keep calm and carry on.

"Second Wave" Update Incoming - 24th December

A new update is about to arrive, just in time for Christmas.

"Second Wave" is a free update that adds
  • Two new Operations
  • A new map and four new Regiments for Skirmish modes - for the first time, three British regiments appear, in addition to a West German Heimatschutz Brigade
  • New features, ranging from quality-of-life improvements to a rather significant one - Companies

The update will arrive on the 24th of December, along with a detailed changelog and a powerful trailer.

The update will be (almost) in time for the Steam Winter Sale too, so if you don't own Regiments yet, it can be a good moment to grab it with a discount.

Regiments Roadmap 2022 - 2023

We've got a lot of questions about what lies ahead for Regiments - and while some answers were given here and there - let's sum it up as an actual roadmap.

As with all plans, these are likely to be adjusted in the process - for the same reason, we're not providing any dates, for now, just the order of priority.

Regiments 'lifecycle' is planned to last roughly a year, until the autumn of 2023, when a decision would be made on how to proceed further.

[h2]Content Packs[/h2]

The new content will be split into 4 major add-ons, preliminary named and structured as follows:

(Names of the content packs are, of course, not final)

[h3]'Immediate Reserves'[/h3]
This add-on will introduce several more units to the existing nations and add the first playable UK Regiments to the Skirmish modes. One new Operation along with 1-2 maps are also planned.

[h3]'Northern Group of Forces'[/h3]
Netherlands and Poland, along with the remaining UK elements, will make an appearance in this DLC, along with several operations and new maps.
Heliborne and motorized infantry is also scheduled to appear here.

[h3]'Central Group of Forces'[/h3]
This DLC will focus on the South German Front, adding Czechoslovakian, French, and Canadian battlegroups.
The 'Custom Operations' mode is likely to be introduced with this update, allowing to set fighting sides, regiments, stages, length, and other parameters for one of the Operations templates.

[h3]'Final Update'[/h3]
Scheduled to appear close to August 2023, this DLC will wrap up the additional content. At this moment, it's hard to define its scope - anything from a small farewell content pack for existing nations to a different front outside of Central Europe is on the table.

Most likely, the first content pack will be released free, while the next two DLC will be paid ones.
It will only concern the content like new units, regiments, and operations, of course - new mechanics will be rolled into the game regardless of whether you purchase the content pack or not.


[h2]Potential Features[/h2]

Here we're going into the more speculative territory.
These features are going to be at least researched & prototyped, but not all of them may be implemented. There's no definite timeline or priority for them too - it'll be done in whatever order fits best for the major content add-ons.

So, possible features, in no particular order:


While most are self-explanatory, a few require extra notes:

New Skirmish modes
  • Dedicated defense mode without the transport units of the Mobile Defense mode
  • Meeting engagement / Attack that uses the node networks from the Operations mode
  • A mode or an optional rule that places a higher value on the casualties inflicted and sustained
Further additions to the Regiments system
As the number of nations and regiments increases, hardware alone will rapidly become inadequate to show the differences between them - and there's only so much we can do with different organizational structures. A deeper representation of the fighting spirit, level of training, logistical and command aspects will be required.

On top of that, let's repeat the stance on the most frequently-asked additions:
Multiplayer - definitely not during Regiments '22-'23 lifecycle.
Map Editor - highly unlikely due to the technical and, possibly, license-related constraints.
Scenario Editor (or at least some sort of) - perhaps, though the scope of the task makes estimating it pretty hard. It overlaps a lot with the 'Customizable Operations' too and may end up bundled together.

We'll also be looking into other distribution platforms.

I hope this roadmap answers key questions about the next steps of Regiments development.
That's it for now, thanks for your attention!

Update 1.0.6

EDIT: Hotfix for the crashes is being deployed
EDIT2: Hotfix deployed - restart steam to force it to look for the new build

Beta branch has been merged to the main game - all branches are now at the same 1.0.6 version.

Update includes the following beta branch versions:

[h2]1.0.6:[/h2]
- Add rebindable Camera Mode key

- Lower the "Black Horse Mad Dash" victory point requirements
- Reduce the passive point gain from TA Level upgrades - now scales up to x6.5 instead of x10
- Slightly increase the recharge rate of A-10 PGM runs
- Fix TBM damage being too low
- Fix strongpoints not using player's camouflage & decals
- Buff DPICM Artillery: +2 ammo for full 5 bursts, matching accuracy for HE-FRAG version, increased armor & cover negation
- Adjust PsyOps event card to make auto-retreats more possible

[h2]1.0.5a:[/h2]
- Fix regression that resulted in very small amounts of defenders in Operations

- 'Reaction' operation will now end early when all objectives are completed, which is possible to do in 2 out of 3 Phases
- Fix Fire Support platoon name in 'Firebird'

[h2]1.0.5:[/h2]
Updated the Attack Mode:
- Fix the over-the-top counter-attacks by significantly reducing the amount of "counter-attack points" defender receives for retreating units
- Fix player force unable to grow above 1000 DPs total
- 'Disperse' the static defenders by adding flanking positions far outside the objective areas. Keep that in mind when doing deep flanking maneuvers
- Improve AAA/SAM positioning - they will avoid frontline objectives
- Add randomized obstacle lines
- Increase the player starting points slightly
(Some more changes to the Attack mode are planned for later)

- Blind Guardian: Fix longer re-deployment delays for retreated & destroyed platoons compared to other operations

- Reaction: Significantly reduce the frequency and strength of "unannounced" counter-attacks, added a link from Red spawn to Warehouses, added a pair of replacement squads for Marder platoons

- Adjust ATGM firing logic - unless explicitly ordered, units will avoid wasting missiles on retreating targets

- Re-enable wrecks clean-up routine - currently, the amount of wrecks it considers 'too much' is dependent on the Detail level setting (50 / 100 / 150)
- Disable LOS Tool range rings when displayed by Shift - they overlapped with weapon & vision ranges too much
- Adjust 203mm TacAid effects to be more distinguishable from regular artillery TacAids

- Add 60 minutes time limit option to Skirmish


[h2]1.0.4:[/h2]
- Add random map and random regiment options for Skirmish
- Add more Skirmish income & starting point levels, explicitly display the effects

- Fix potential issue with multi-monitor display naming

- Fix skipped Operations not getting progression stars - hopefully, this will correctly restore your existing progress too
- Add dedicated Camera rotation keys
- Add Cursor Size opiton
- Add option to sort platoons by type in the main panel
- Add separate Free Camera controls bindings
- Fix light / water issues on certain effects - visible as bright squares on the water surface
- Fix PostOp results coalition colors issues
- Adjust 'Reaction' Operation difficulty, reducing the counter-attacks strength (work in progress)
- Adjust parameters for Skirmish Attack mode (work in progress)
- Fix DDR TF for 332nd Guards Tank Regiment in Skirmish
- Buff SAM units: slightly more range, slightly more accuracy
- Fix Air Superiority event card localization bug
- Fix ally supply platoons in Blind Guard 3 taking player's supplies
- Attack commands against targets within minimum range are explicitly canceled instead of units trying to close to zero distance
- To avoid an occasional misclick during battle, helicopters will now respond to both Fast and Reverse move commands - they'll handle them as a usual move command
- Fix Fast/Reverse/Attack move user actions leaving the facing helper tool visible after aborting the command
- Fix TBMs reload time affected by TA Level
- Fix supply platoons unable to draw global supplies from the starting zone in Skirmish
- Fix allied infantry losses being added to the total kill tallies in Operations
- Fix incorrect wheel rotation on reverse movement
- Tone down lightning intensity

- Update mortars:
* Adjust shot effect
* Add correct names for Belgium and West German mortars
* Separate 107mm and 120mm mortars

- Update textures for Leo2, BM-21, Ural, FV100 series, BMD2, T55A

Beta Update 1.0.5 & 1.0.5a

The next Beta branch update.
If no major issues are found, I plan to roll it to the main branch in a day or two.

Updated the Attack Mode:
- Fix the over-the-top counter-attacks by significantly reducing the amount of "counter-attack points" defender receives for retreating units
- Fix player force unable to grow above 1000 DPs total
- 'Disperse' the static defenders by adding flanking positions far outside the objective areas. Keep that in mind when doing deep flanking maneuvers
- Improve AAA/SAM positioning - they will avoid frontline objectives
- Add randomized obstacle lines
- Increase the player starting points slightly
(Some more changes to the Attack mode are planned for later)

- Blind Guardian: Fix longer re-deployment delays for retreated & destroyed platoons compared to other operations

- Reaction: Significantly reduce the frequency and strength of "unannounced" counter-attacks, added a link from Red spawn to Warehouses, added a pair of replacement squads for Marder platoons

- Adjust ATGM firing logic - unless explicitly ordered, units will avoid wasting missiles on retreating targets

- Re-enable wrecks clean-up routine - currently, the amount of wrecks it considers 'too much' is dependent on the Detail level setting (50 / 100 / 150)
- Disable LOS Tool range rings when displayed by Shift - they overlapped with weapon & vision ranges too much
- Adjust 203mm TacAid effects to be more distinguishable from regular artillery TacAids

- Add 60 minutes time limit option to Skirmish

Forgotten 1.0.4 changes that weren't mention in previous changelog:
- Add option to change cursor size
- Add option to sort platoons by type in the main panel


1.0.5a:
- Fix regression that resulted in very small amounts of defenders in Operations

- 'Reaction' operation will now end early when all objectives are completed, which is possible to do in 2 out of 3 Phases
- Fix Fire Support platoon name in 'Firebird'