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

Lock 'n Load Tactical Digital: Core Game News

09 Apr 21 Early Access Build

- snipers may now be placed upstairs in two-story buildings when the targeting mouse is in the upper half of the hex; may be similarly placed inside of bunkers & caves
- fixed Armor Leaders being counted as activateable for hex highlighting/tabbing
- fixed the AI being too eager to move to block units coming down the edges of a map
- told the AI to not drive vehicles into buildings when coming onto the map
- fixed a bug where a vehicle with an ATGM and vehicle MGs could be prompted for opfire on a unit out of range of the MGs and get stuck when trying to do the invalid-on-opfire ATGM shot
- Defiance Map 24s: fixed hex N2 being merged into the N3/M2 building
- Christmas Day Flurry: fixed the wind-storm removed Smoke 1 markers not recalculating blocked LOS
- Squeezing Limeys: fixed the AI using the German sniper before it was allowed to by the SSR
- Best Laid Plans: fixed the initial British smoke counters to properly recalculate blocked LOS after Setup

*** beta testers: LnL Forums are down at the moment so can't put the usual message there for you - please give the Campaigns a whirl, report issues with F3, etc etc etc

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