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

17 Mar 21 Early Access Build

- Heroes of Normandy Pack 2 released
- fixed LOS parallel to perfect hexside terrain sometimes improperly returning as Blocked
- fixed LOS line that crosses a perfect hexside to show red at the start of the hexside instead of the end
- Armored Assault: fixed the US reinforcement MMCs to count for VP when eliminated
- Battle of Buariki: fixed the winner to be Japan when the US loses too many squads

15 Mar 21 Early Access Build

- another fix to LOS along hexsides sometimes being non-reciprocal
- added some missing LOS files to the Rhine build, was making some scenarios fallback to whole-hex LOS
- another fix for Shaken units with no valid movement destination who fail a stay-in-the-fire morale roll
- fix for AI moving to grab an adjacent victory hex sometimes heading to the wrong level of a building from outside
- fixed visual range not restricting vehicle smoke/WP targeting
- Le Manoir: fixed the stray squad weapons for the non-eligible group to not show up in the Reinforcements window

12 Mar 21 Early Access Build

- fixed Shaken units to be able to drop weapons in the Ops Phase
- fixed Shaken units with no valid movement destination to be eliminated if they fail a stay-in-the-fire morale roll
- fixed opfire on AI-moved units sometimes hitting the units that were left behind
- fixed leader-provided Plough the Row skill to properly disallow a 2nd attack into the same hex as the 1st
- Battle of Buariki: added SSR text about the restricted movement of the Japanese

11 Mar 21 Early Access Build

- Battles to the Rhine released
- fixed ninjitsu to use the correct attacking side for melees when used on the Japanese turn
- multiplayer: fixed a bug where close assault weapon/leader selections were not being properly passed to the other computer
- multiplayer: another fix to rotating a team weapon to fire at a stack, this time on your turn
- multiplayer: fix to the order of resolution of Banzai melees at the end of the impulse

10 Mar 21 Early Access Build

- fixed a bug where the AI could try to Low Crawl into an hex that cost too much and then when that didn't happen, pass
- adjustments to the # of units the AI moves per stack when moving to fire positions
- multiplayer: fixed bug with opfire when a mixed stack that included a team weapon facing the wrong direction did opfire and had to rotate, when there were also other stacks that could fire due to the MP cost (the shots could happen in the wrong order on the other computer)