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

02 Apr 21 Early Access Build

- One year since Early Access release! A huge thank you to everyone for all your support, suggestions, and bug reports!
- added middle-mouse-button drag to scroll map
- added option to Interface section: Autoscroll Camera (defaults to on); turning this off disables all automatic scrolling of the camera by the game
- added option to Interface section: Screen Edge Scrolling (defaults to on); turning this off disables the scrolling when the mouse is moved to the screen edge
- fixed the title screen aspect ratio for very wide monitors
- Bridge at Chef du Pont: fixed AI trying to fire the towed AT gun and getting stuck

31 Mar 21 Early Access Build

- top-secret Battle Generator stuff

30 Mar 21 Early Access Build

- Battles to the Rhine: added 3 new bonus scenarios (marked with stars)
- fixed a bug where AI would assault move forward and then choose a target unit to fire at that requires spotting and therefore not fire
- fixed a bug where the AI would try to attack an adjacent unspotted unit with a buttoned vehicle and therefore not fire
- improvements to AI using vehicle smoke
- improvements to AI prioritizing enemy vehicles with its own vehicles
- Map 14S: removed extra hedges around M2/M3

24 Mar 21 Early Access Build

- fixed units locked in Melee from being forced to move out of fire
- fixed shaken unit failed remain-in-fire-rolls to account for hexside/height-change/off-map terrain when seeing if there is anywhere to move to
- fixed units with Ops Complete markers and no moves left to not be forced to move out of fire (they have already activated)
- fixed vehicle MGs past the first one not properly adding their FP to attacks
- fixed a typo in the White Phosphorus popup text
- fixed a bug when collapsing a cave that contained only unattended support weapons requiring those weapons to pick a tunnel to retreat into; such weapons are now destroyed
- fixed ATGM vehicles to not count their ATGMs for Overruns
- fix for an LOS line that hits a two-hex building after going along the edge of blocking terrain not being reciprocal
- fixed LOS that goes through a hill with an obstacle on it sometimes not being properly blocked
- bunkers & caves are now properly prohibited from being setup in the same hex
- Sky Soldiers: Close Air Support targeting is now properly cancellable and doesn't show the weird dotted line

19 Mar 21 Early Access Build

- fixed AI vehicle smoke/WP shots not making a firing sound effect
- fixed From the Masses to properly place the new unit in a cave/bunker/etc if the spawning unit is in that sort of location
- Map 16 & variants: fixed D5 not being Road
- the "remain in fire" action button now flashes when it is up to draw attention to it
- Normandy/Rhine: fixed sound for German AA team
- Rhine: fixed US Army squads missing fire sound
- Bridge at Chef du Pont: actually fixed the German OOB designation text
- Raid on Taivu: changed the US starting forces' MGs to default to dismantled
- Road to Foucarville: fixed a typo in the SSR text
- Night Moves: told the German AI to get over to the UK exit hex faster