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Lock 'n Load Tactical Digital: Core Game News

13 Aug 21 Early Access Build 2

- fixed a bug with the previous AA fix where AA guns could shoot multiple times if they missed

13 Aug 21 Early Access Build

- fixed a bug where a random Battle Generator scenario could have a victory hex assigned to an invalid side & mess up the terrain display
- fixed AA units with blue AA charts not being prompted for opfire on airstrikes
- Scenario Editor: added a screen for Fate Points, accessed via a button on the SSRs screen
- Scenario Editor: added new event effects Auto Initiative and Auto Rally

11 Aug 21 Early Access Build 2

- fixed a crash/loop if a Fire 1 marker had been removed in a previous turn

11 Aug 21 Early Access Build

Updates to the fire rules:
- Fire 1 increase/go out roll changed to 2 dice, 2-4 goes out, 10-12 spreads, HC Buildings -1 on roll, Bamboo Huts +1.
- Fire spread roll changed to 2 dice, 10-12 spreads, HC buildings -1 on roll, Bamboo Huts +1
- Morale checks for Fire are changed to use one die instead of two and renamed Fire Checks
- a Fire Check is still made upon an attempt to exit a Fire 2 hex
- other Fire Checks are no longer made as mandatory impulse actions; instead, at the end of the turn, during the Administrative Phase, before the check for fire increase/go out/spread, non-vehicle units that are in a Fire 1 hex make a Fire Check; if they fail they take a Damage Check +2; non-vehicle units in a Fire 2 hex are eliminated

10 Aug 21 Early Access Build

- all Scenario Editor stuff:
added Extend One Turn for Minor Victory to Victory Conditions screen
added victory conditions Capture Foxholes/Sangars and Clear Foxholes/Sangars, foxholes/sangars are now limited to placing one per hex in setup (the duplicates were removed as they had no effect but having a potentially unknown number of foxholes to capture made the vic conditions messy)
added event effect Move Zone Y
added Planned Airstrike unit attribute