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

Lock 'n Load Tactical Digital: Core Game News

4 Mar 21 Early Access Build

- uncarried support weapons may now be selected and repositioned in setup
- fixed Armor Leaders to not unload from vehicles that unload passengers
- fixed Armor Leaders (or any passengers) requiring movement out of Fire (the requirement is on their vehicle)
- fixed the brief flicker of large admin counters being created on out-of-sight enemies when fog of war is on
- Map 16: fixed missing bocage between A5 & B5
- added SSR text on some scenarios lacking it about units' restricted movement areas

3 Mar 21 Early Access Build 2

- fixed a bug with non-reciprocal LOS crossing some mid-line hexside obstacles
- fixed a bug preventing a stack of non-meleeable units from changing levels in a hex when their level had a Fire marker
- fixed Fire counter stacking when upstairs to properly be on top of the Upper Level counter

3 Mar 21 Early Access Build

- emergency fix for AI setups with vehicles breaking

2 Mar 21 Early Access Build

- fixed the mandatory movement out of Fire still triggering when a sniper/team fails a morale roll to "remain"
- told AI to not really consider unspotted units for sniper targets
- told AI to not bother meleeing snipers in hexes that are on fire

28 Feb 21 Early Access Build

- fixed Japanese half squad/remnant combining to allow any combination instead of just perfect matches
- fixed hexes-on-fire move requirements to use start of turn location instead of start of impulse, which could get confused with units in Melee
- fixed SA-7 and other "only vs. air" units to allow to fire against helicopters
- Raid on Taivu: added two Japanese AI setups
- Welcome to the Jungle: added one Japanese AI setup