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

15 Sep 21 Early Access Build

- fixed the Ground/Upper clicking and text display for the LOS tool to be in the proper places on sideways maps
- added LOS shading of the entire map to the LOS line tool, shades according to the clicked hex's level (ground or upper) to match the LOS line; two-story destination hexes are split into upper/lower halves if necessary
- added option to options->interface to disable the LOS shading if it is annoying

14 Sep 21 Early Access Build

- fixed a bug where DFT fire starting rolls were happening too often
- fix for missing settings file causing game to sometimes not start properly
- fixed a crash bug when hovering over certain uncontrolled victory hexes in Battle Generator scenarios
- fixed not being able to select which mortar team to use when doing indirect fire with multiple mortar teams available
- On the Run, multiplayer: fixed using Fate Points during opfire to remove a Fired marker not properly working on the other computer

13 Sep 21 Early Access Build

- fixed a bug where new format scenarios could start the game with units not knowing their original side if they were ever switched in the editor and then trigger the 'captured weapons' penalty during combat
- fixed helicopters not correctly using their secondary ord weapon when it is selected
- intro video volume now obeys the global volume setting from the game options
- multiplayer: fixed a bug with counter IDs that could become mismatched on the two computers
- multiplayer: fixed opfire getting the moving computer stuck when it is triggered by a unit that does not exist/is mismatched on the remote computer (though with previous fix, hopefully this can't actually happen anymore)
- Bridgehead at Cauquigny: fixed the German tanks being able to be repositioned in Setup

10 Sep 21 Early Access Build

- fixed Villainy scenarios not starting with the LOS pixel map properly loaded
- multiplayer: Steam appears to have been notifying the game that a connection to the opponent was lost when it was not; replaced that with our own detection (time to decide the connection is lost is approx. 90 seconds).

08 Sep 21 Early Access Build

- fixed a bug where checking an LOS running along the bottom edge of the map could cause crashes / other weird effects