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

28 Jun 21 Early Access Build

- updated 3D die models, added 8-sided dice
- color-coded dice in the results windows to match the dice on the board
- added results window for Damage Checks
- fixed the results window for Ordnance Fire having gone missing at some point
- added results window for Ordnance Fire HE-Equivalent rolls
- added results window for Ordnance Fire Penetration rolls

23 Jun 21 Early Access Build

- added 3d rolling dice as an option in the game settings / video section (just the 6-siders for now)
- fixed a bug with LOS when the terrain had multiple intervening hills which confused the hill shadow calculation code
- spacebar hotkey added for the end turn/impulse button
- translations updated
- bug reports sent in multiplayer now have the other player's computer automatically send a report as well to help in debugging; please report any multiplayer desyncs or locks with F3 (or shift-B on Mac)

21 Jun 21 Early Access Build

- fixed some units not appearing on the board for the Setup Phase; example was in Mines & Men but probably other old scenarios as well
- fixed the game record not showing game results for scenarios in the new scenario format
- fixed campaign leader morale/leadership counter display to not show decreases from Wounds on the on-counter #, to match standard counters
- fixed campaign leader counter to load a savegame properly on a different computer than where it started
- fixed Barricades to be purchaseable in Defiance & Red Star scenarios

18 Jun 21 Early Access Build

- fixed campaign leader improvement roll always being '5'
- better clearing of battle generator info when returning to the module screen
- fixed units that were only supposed to be added on certain balance settings from showing up on the map in an inactive state in the new scenario format
- multiplayer: fixed a Battle Generator bug where if the two players did not own the exact same modules, the SSRs & events could be out of sync
- multiplayer: fixed a campaign bug where the subsequent battles could start out with one player demanding a Setup Phase and the other not, causing a lock
- Scenario Editor: added a new event effect to randomly branch to other events; added buttons to rotate through events at the top of the event effect screen to get to non-hex events
- Scenario Editor: added a new unit attribute: Cannot Control, for units that are specially restricted by SSR to not be able to capture victory hexes.
- changed the cover graphic for scenarios uploaded to the workshop to show the primary module, for easier browsing
- Determined to Fight: fixed missing setup phase for both sides
- Determined to Fight: fixed vic condition not working correctly for a Japanese victory
- Bloody Nose Ridge: fixed cave collapses sometimes not giving VP

17 Jun 21 Early Access Build

- Pacific scenario pack: For the Emperor! released
- removed the little roman numerals in the corner of the scenario buttons, replaced by a "Sort by DLC" selection that puts them in separate labeled groups
- fixed snipers not being placeable in Battle Generator games
- fixed some bugs with the way the AI advances when attacking
- told the AI how to collapse caves