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

16 Mar 22 Early Access Build

- correction to shaken move restrictions to match 5.1: LOS is checked for the hex moving out of, not the hex the unit is moving into.
- more fixes to HE-Equiv * units being mistakenly prompted for opfire or causing an loop when other weapons in their stack fired.
- added a background box behind the action buttons to save user from misclicking hexes behind the buttons.
- if there more than 10 action buttons (happens occasionally on vehicles), the extra now are up in a second row.
- 'submit unit setup' is removed partially due to needing the F key for opfire (see below) and partially because it isn't very useful for the newer scenario format.
- new game option: manual opfire. Sort of an experiment from a suggestion on the Steam discussion forum. This option is set with a checkbox on the scenario setup (beneath fog of war). A keybind can be set on the rebinding-menu. If opfire is set to "manual" the game will NOT stop for opfire unless you tell it to by hitting the Op Fire button (or hotkey) in the control button box; it will then stop at the next actual opportunity. This has been implemented for multiplayer but it is unclear if it is actually useable; the internet delay may be maddening (causing the request coming in a hex or two late).

14 Mar 22 Early Access Build

- fixed another bug with the "*" he-equiv units being (a) sometimes actual HE-equiv units behaving like * units and (b) getting opfire stuck in a loop.
- fixed cave collapse attacks sometimes thinking the attempt was through Blocked LOS.
- Red Backer One: fixed Soviet AI to know it needs to attack.

13 Mar 22 Early Access Build

- hotfix to try to fix broken window positioning for people in lands that use commas in floating point numbers; everyone's windows are back to default positions as a side-effect.

10 Mar 22 Early Access Build

- Unity updated to 2020.3.30f1.
- fixed a bug with trying to opfire with "*" he-equiv units against inappropriate targets getting stuck.
- added some code to break out of any AI fire loops (thinking it can fire, trying, failing, then repeat).
- fixed missing back of M3 GMC and M5A1 counters in Pacific.
- Urban Hide & Seek: fixed UK AI to not sometimes think it didn't need to attack.

09 Mar 22 Early Access Build

- fixed LOS being asymmetrically blocked on straight hexline that crosses the end tip of hexside terrain
- forced tooltip scale to a minimum scaling of 0.5 if it somehow gets set to 0 from a bad config file
- Map 24O: corrected hex G3 to be a normal (non-tree-lined) Road.
- Bold Swallow II: corrected the Soviet PKM counter to be the tripod version.
- Gateway to the Caucasus: fixed the roadblocks in setup from breaking & halting the scenario if the player didn't own Heroes Against Villainy.