1. Lock 'n Load Tactical Digital: Core Game
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Lock 'n Load Tactical Digital: Core Game News

07 Sep 21 Early Access Build

- swapped over to a new LOS routine that has been under construction for a while; it is much faster and hopefully follows the rules more accurately - please report any rule violations!
- fixed bug with the new rear MGs where the AI could get stuck in a loop trying to fire one out of the arc
- fixed a bug with direct fire when a weapon jams not counting the jam penalty when deciding whether or not a Damage Check is required
- removed an accidental leftover restriction on firing out of Fire 1 or Fire 2 hexes
- Map 11: fixed hex C4 to not be marked as Gorse
- By Dawn's Early Light: corrected to British in-town starting area
- Bridge Over Trouble Waters: fixed the single-hex buildings not properly counting for victory conditions

03 Sep 21 Early Access Build

- fixed FFE counter removal not properly resetting the LOS cache
- fixed missing MGs on Gun Truck
- fixed vehicle rear MGs to require proper firing arc
- fixed vehicles with no ordnance weapons but 360-degree MGs to not require any vehicle rotation to fire
- fixed a bug where the AI could get stuck in a loop trying to fire an ATGM at an infantry target in invalid target terrain
- Bloody Swallow II: fixed units in the railroad tunnel to be shifted to ground level once the tunnel is blown up so they don't get stuck in it

30 Aug 21 Early Access Build

- Red Star scenario pack: Red Gauntlet released
- fixed squad mortars adding the squad's inherent FP on indirect attacks
- fixed squad mortar fx/sound when firing indirectly
- fixed squad mortar indirect fire spotters not enforcing the unit type / status restrictions or being marked Ops Complete (note that Tromblon/Thumper do not have these restrictions or mark their spotters)
- removed (undocumented) requirement for Planned Airstrike units to be set to arrive on turn 255; note that doubles are still needed to be rolled at some point on the turn (refer to North Africa Knightsbridge scenario)

27 Aug 21 Early Access Build

- fixed North Africa generated heroes not getting skills
- fixed autosaves not being deleted when starting new format scenarios or battle generator games
- fixed a loop when a vehicle with two ord weapons and the second ord weapon has more shots than the primary fired the primary weapon once
- Scenario Editor: new vic condition; Eliminate More in Category
- Fly Half: fixed Argentine bunkers that were set to foxholes on the 'hidden' half from not appearing when the event is triggered
- On the Run: fixed the turn 6 event message being sometimes blank

24 Aug 21 Early Access Build

- fixed For the Emperor not properly loading scenarios for players not owning Pacific Battlepack 1
- fixed bunkers/other fortifications not properly initializing on scenarios with no setup (all units starting on the board in fixed positions, or as reinforcements)
- updated Translations (mostly North Africa stuff)
- intro video/screens now skipped for Windows 8 in addition to Windows 7 to see if that was causing problems for Windows 8 machines
- fixed Overruns not actually causing their damage effects in every scenario except "Folgore!!!"
- added sound effects for Overrun attacks
- Scenario Editor: added unit attribute Non-Arrival Eliminate; unit creation screen has unit group info lines reorganized to allow zone description to show; added Max Arrival Turn to allow reinforcements to arrive in a range of turns
- Scenario Editor: added event effect Random Arrival Zone and ability to trigger an event before the Setup Phase
- Scenario Editor: added victory condition Destroy Hexes, added flag on vic hexes for 'destroyable', units flagged with 'May Destroy Hexes' can take an action to blow those hexes up.