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Lock 'n Load Tactical Digital: Core Game News

24 Aug 21 Early Access Build

- fixed For the Emperor not properly loading scenarios for players not owning Pacific Battlepack 1
- fixed bunkers/other fortifications not properly initializing on scenarios with no setup (all units starting on the board in fixed positions, or as reinforcements)
- updated Translations (mostly North Africa stuff)
- intro video/screens now skipped for Windows 8 in addition to Windows 7 to see if that was causing problems for Windows 8 machines
- fixed Overruns not actually causing their damage effects in every scenario except "Folgore!!!"
- added sound effects for Overrun attacks
- Scenario Editor: added unit attribute Non-Arrival Eliminate; unit creation screen has unit group info lines reorganized to allow zone description to show; added Max Arrival Turn to allow reinforcements to arrive in a range of turns
- Scenario Editor: added event effect Random Arrival Zone and ability to trigger an event before the Setup Phase
- Scenario Editor: added victory condition Destroy Hexes, added flag on vic hexes for 'destroyable', units flagged with 'May Destroy Hexes' can take an action to blow those hexes up.

20 Aug 21 Early Access Build

- fixed mounted units (motorcycles/cavalry) to use the Offroad move column as specified in 6.6
- fixed AI getting stuck sometimes when trying to fire with a severely turned-away weapon (ex: the UK guns in Tank Alert)
- fixed AA ord weapons not being able to fire at helicopters
- Scenario Editor: new unit attribute Fly Away Turn, for helicopters to depart the scenario

19 Aug 21 Early Access Build

- Unity updated to 2020.3.16f1
- fixed Battle Generator sometimes not starting after browsing scenarios
- artillery FP now shown in briefing info OOB

17 Aug 21 Early Access Build

- Heroes of North Africa Battlepack 1 released
- fixed Damage Check result popup sometimes cutting off a unit's morale in the text
- correction on implementation of mine rule: mine counters are NOT removed after they explode
- fixed AA teams with a single blue chart on the back (example: Japanese AA teams) to be able to shoot at ground targets again
- multiplayer: fixed bug where airstrikes could get stuck on the remote computer if an AA opfire attack missed the plane
- after feedback (thanks everyone!), further updates to the Fire Rules:
+ Low Crops/Flowers no longer can be set on fire; Gorse/Scrub can be
+ the roll needed before checking if a fire starts changed for OFT attacks to unmodified 10+ on the two dice
+ the roll to actually start a fire is renamed Fire Start; uses 2d6, 10+ starts a fire, the roll modified by the weapons involved: +5 for flame/molotov, +3 for bombs/artillery/mortars, +1 for OFT attacks, -1 if the weather is rain/snow.
+ the roll to spread fires returns to an unmodified die roll, 6=spread
+ the roll to check if a Fire 1 grows or goes out returns to an unmodified die roll, 1=go out, 6=increase to Fire 2
+ remaining in a Fire 1 hex at turn end is now a direct (no morale roll beforehand) Damage Check +2 for non-vehicles
+ remaining in a Fire 2 hex at turn end is now a Damage Check +4 for non-vehicles, Damage Check +2 for vehicles/passengers

14 Aug 21 Early Access Build 2

- fixed the Zsu-23 getting stuck firing AA