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Update 1.0.4.9 (Experimental)

Greetings! We are excited to roll out the experimental branch for the Combat Overhaul 1 update. We are particularly interested in feedback on the main combat and replacement changes. Feel free to let us know your thoughts either in the Update 1.0.4.9 discussion thread on the forums, or on discord.

See the picture below for information on how to opt-in to the Experimental build if you’re interested in playing new updates early.
System Improvements:

[h2]Automated Replacement[/h2]

Units now automatically draw replacements from the global pool while connected to the supply network. Percent of total strength drawn per turn varies according to the following conditions:
  • Units in supply and in contact with enemy zone of control replace up to 2% of total unit strength per turn.
  • Units not in contact with enemy zone of control replace up to 3% of total unit strength per turn.
  • Units in Rest and refit replace up to 7% of total unit strength per turn.

Replacement priority can be set on a per-unit basis with the priorities being: High, Medium, Low, None. Units Veteran and above default to high. Experienced and Trained units default to medium. Recruit units default to low, and Conscript or below units to none.

Note: Replacements drawn do not increase cohesion, so even in cases where daily strength loss can be replaced, cohesion loss will still degrade a unit’s combat capability.

[h2]Anti-Tank Combined Arms Suppression:[/h2]
Suppressing over 50% of enemy armor in a combat reduces their armor contribution to the combined arms modifier proportionally. Massing substantial AT capabilities is FAR more important now. Moreover, somewhat gamey strategies of using a single company of armored cars to gain armored combined arms will now only work against opponents with very poor AT.

[h2]Combat order changes:[/h2]
The changes to combat orders in this update are highly experimental, and we desire extensive player feedback on these changes. We aim to make using Attack orders more desirable while simultaneously slightly slowing down mobile combat. In general these changes slow down the speed of combat and make battles bloodier by increasing reliance on the decisive attack order. In internal testing these changes feel really good in the historical desert scenarios and in many custom scenarios, but we are concerned they may slow down combat too much in scenarios with rough terrain and large numbers of units such as Operation Husky. We look forward to hearing your thoughts as well.
  • Attack orders now impact a 3-hex arc, instead of the former 6-hex circle.
  • Movement cost to initiate march combat increased from 2 to 2.5. Under most circumstances this reduces the maximum number of march combats motorized units can initiate from 7 to 6, and infantry units from 4 to 3. Terrain, barrage, air attack, etc. can rapidly decrease this further.


Gameplay Improvements/Bug Fixes:
  • Axis Gazala OB update featuring new data provided by Brad Hunter (currently only affects the Axis Gazala OB in custom scenarios, these improvements will be added to the historical scenario for the full update release, after the British revisions are implemented). See the screenshot above for a side-by-side comparison of the old versus new 15th Panzer Division and some army/corps level assets.
  • German 1941 minor OB corrections such as replacing 5cm PaK 38s with 3.7cm PaK 36s in SS regimental support companies in accordance with relevant KStNs for June 1941. Corrected LSSAH and Großdeutschland rifle battalion organizations, which were erroneously using 4 squad per platoon organizations instead of 3 squad per platoon with double MGs per squad organization they should have.
  • German 1939/1940 OB updates to better reflect differences in equipment and organization between infantry division waves and MG allocation in motorized battalions of the different panzer divisions.
  • Italian 1942 OB updates and corrections, AS.42 pattern infantry battalions had an erroneous extra rifle platoon per company for instance. Added MG-armed M13/40 and M14/41 command vehicles to Italian tank regiments and battalions.
  • Replaced Lee tanks with Grant tanks in all UK order of battle years, as the Grant was the primary variant of the vehicle operated by Commonwealth forces. The Grant also features superior protection on the forward turret face, increasing its armor defense from 4.6 to 4.9.
  • Reduced the cost of replacements by 60% on average across all years and replacement types. Also a quick reminder that holding shift while buying replacements buys 10 at a time.
  • Added a series of experimental fixes for display bugs on wider resolution screens.
  • Fixed a bug that could cause a crash after opening the cohesion overlay.


AI Improvements:
  • AI will now sometimes hold landing markers back to make secondary landings later in the game in invasion scenarios.


Interface Improvements:
  • Added drop down menu overlay option to clear combat markers.
  • Improved readability on text for all overlay modes.
  • Barrage orders now display impulse on unit card at bottom of HUD


Moving Forward:

We aim to run this experimental branch for about a week before moving the update to full release. The full release version will also include an updated Gazala Line scenario, incorporating OB updates kindly provided by community member and prolific order of battle researcher, Brad Hunter. For now we look forward to hearing your thoughts on the new systems and we'll be back soon!

Roadmap to the Future

The completion of the Gazala to Husky release cycle lends us a perfect opportunity to tackle game system and interface additions or improvements, as well as making the scenario editor ready for public release. This Combat Overhaul release cycle will bridge the gap between Husky and our first, as yet unannounced paid expansion, intended for release later this year.

The objectives outlined in this roadmap are naturally subject to change, and they are not exhaustive. For instance, there are plenty of in-development AI improvements that don't appear on the roadmap. This roadmap serves as a general guide to the direction of development leading up to the first expansion later this year.
[h2]Combat Overhaul 1[/h2]
Focus: Combat Overhaul 1 focuses on making Attack orders more useful, making concentrated anti-tank even more effective, and eliminating the tedium of replacement management through an automated replacement system

[h3]Game System Update:[/h3]
Automated replacement system: replacements will be automatically pulled from pool and dispersed to units in the field. Units outside of enemy zone of control, and units in Rest and Refit will be able to absorb more replacements per turn.

[h3]Gameplay changes:[/h3]
  • Slow down combat by increasing move cost to initiate March combat.
  • Make Attack orders impact a 3-hex arc, instead of the current 6-hex circle.
  • Make armor suppression over 75% reduce armor combined arms bonus.
  • Air order automation options.

[h2]Combat Overhaul 2[/h2]
Update Focus: Combat overhaul 2 focuses on better communicating how turns unfold to players.

[h3]Game System Updates:[/h3]
Immersive Turn Resolution: Immersive turn resolution will function like an evolved version of turn replays. At the start of each turn players will watch the turn unfold, impulse by impulse, as units move, and fight, joined by visual aids such as translucent pop-up messages above each combat showing casualties as the turn unfolds. The objective of immersive turn resolution is to show the player exactly how the battle unfolded to eliminate the need to open every combat report to understand what went down and how at the start of a new turn.

Initiative system: The current initiative system is based on training level, cohesion, movement speed, and a bit of randomization, and is unexplained to players within the game. The new initiative system will assign an initiative stat to each weapon type, based on the availability of radios to that weapon type (per vehicle, per platoon, per company, etc.) modified by training, cohesion, slight randomization, and weapon type. For instance, recon units will inherently possess higher initiative than line infantry. This new system will not only allow players to accurately predict which units will move first during resolution impulses, but also create custom battlegroups designed to move before larger, more ponderous enemies can catch them.

[h3]Gameplay changes:[/h3]
  • Revisit artillery/air attack pinning. Pinning units is currently too easy and effective.
  • Reduce the effectiveness of bombers by giving bombing mission a circular error probability, meaning they may hit adjacent hexes instead of the target.


[h2]CAOS editor[/h2]
Update Focus: Prepare the scenario editor for community use.
Making the scenario editor ready for player use requires three key efforts:
  • Producing the graphical user interface to make the editor usable to non-developers.
  • Automating or changing a number of the more tedious aspects of the scenario creation process, such as scenario creation and scenario configuration files that currently take place out of game, and need to be incorporated inside the in-game editor for player convenience.
  • Linking scenario creation to steam workshop so players can easily upload their creations for the rest of the community to play.


[h2]Future Expansion[/h2]
It is too early to reveal the subject of our first paid expansion, but at this point we will say it is located in the European Theater and it involves one of the greatest operations of World War 2…that was cancelled.

Operation Husky Release (v. 1.0.4.7)

Operation Husky's full release, update 1.0.4.7, is here! Husky features several new scenarios, a tutorial, and numerous gameplay, AI, or interface improvements, and much faster turn resolution speeds. Dive into the largest update to CAOS since launch!

New Scenarios:

[h2]Operation Husky and Variants:[/h2]

Recreate the first decisive blow against fortress Europe in Operation Husky and explore two hypothetical variants of the scenario for increased replayability!

Operation Husky (Historical)
The straight historical scenario with turn-1 Allied invasion beaches and paradrop landing zones pre-selected and units adhere to their historical arrival dates.
Operation Husky+
A variant of historical Operation Husky where the Allied invader can freely select their initial invasion beaches anywhere from Alcamo-Partinico in the northwest to Avola-Cassibile in the southeast.
Operation Husky Expanded
A hypothetical, expanded variant of Operation Husky that assumes the Axis had one month’s advanced warning to prepare for the invasion of Sicily. Axis forces on the island and reinforcements enroute are more numerous by drawing on reserves from mainland Italy and Greece. Additionally, the Allies gain access to 7th and 8th Army’s full reserves, including the balance of the 82nd Airborne Division, 46th Infantry Division (UK), and 1st Parachute Division. Expect a tougher fight from both sides.

[h2]Operation Brimstone July/September Variants:[/h2]

Operation Brimstone was a series of proposed Allied invasions of Sardinia between May and September, 1943. Historically, Operation Brimstone was never enacted and planning for the invasion was abandoned following the success of Operation Husky. In CAOS we have modeled two Brimstone scenarios. First, the most realistic, September Brimstone plan, and a second, higher intensity July variant assuming Operation Husky was directed against Sardinia.

Operation Brimstone (September)
Hypothetical scenario based on Allied proposals to invade Sardinia using US V Army in September 1943. To bring September Brimstone to life in CAOS we combine the proposed V Army order of battle for Operation Brimstone with the carrier air cover afforded to Operation Avalanche. Initial Axis defenses mirror their historical September 8 levels, joined by limited reinforcements from Corsica and Southern France after the invasion commences. In terms of playstyle, September Brimstone strikes a balance between the grinding attrition battles of Operation Husky and the maneuver centric warfare that dominates our Desert scenarios.
Operation Brimstone (July)
Hypothetical scenario using Operation Husky’s Allied order of battle against Sardinia. To compensate for overwhelming Allied strength, the Axis defenders receive substantial reinforcement from Corsica and mainland Italy. In July Brimstone the Allies must quickly seize ports to bring their vast forces ashore before Axis reinforcements can consolidate their positions further north and force a stalemate. July Brimstone starts off with rapid maneuvers as the Allies move off the beach and then transitions to a grinding battle of attrition as Axis reinforcements enter the fray.

[h2]Operation Firebrand:[/h2]

Hypothetical scenario inspired by Allied proposals to launch a French-led liberation of Corsica in autumn 1943, as a sequel to a successful invasion of Sardinia. Historically, as the Mussolini regime collapsed following the invasion of Sicily, the invasions of Sardinia and Corsica were never enacted. To bring Operation Firebrand to life in CAOS we assume the invasion of Sardinia was a success, Mussolini remains in power, and the Corps Expéditionnaire Français was activated early to liberate Corsica in October 1943.

[h2]Tutorial Scenario[/h2]
CAOS is also receiving a much-needed tutorial scenario that walks players through combat orders, artillery orders, game systems such as Zone of Control, and air system, before turning the player loose to hone their abilities in a hypothetical siege of Sassari scenario.
Interface Improvements:
  • Movement speed now displayed on unit HUD card.
  • Static and temporarily immobile status now displayed on unit HUD card.
AI Improvements
  • AI planning optimization makes turn resolution 30-60% faster, depending upon map.
  • Improved AI invasion landing logic.
  • Improved AI logic to defend and attack static supply dumps.
  • AI is no longer excessively deterred by level one fortifications.
  • Improved AI logic to assess strength of enemy defenses and their relevance to AI battleplans.
  • Improvements to AI air command logic to better preserve force and support ground forces when hopelessly outmatched by enemy air superiority.
  • Improved attacking AI deployment logic to better account for terrain, predict likely paths to secondary objectives, and generally reduce rear area traffic jams.
Gameplay Improvements/Bug Fixes:
  • Paradrop Air bridging. Paradrops onto friendly airfields inside friendly air space inflict minimum cohesion loss and do not suffer from drop dispersion. You can now safely air bridge paratroop reinforcements to the front with good air control.
  • Paradrops enabled for both attackers and defenders in ALL custom Attack and Invasion scenarios.
  • Air command automation option. The administrative side of the air command can be automated to reduce the tedium of managing massive air rosters. Air command automation is automatically enabled in historical scenarios.
  • Air Interdiction can now only be conducted inside friendly air zone.
  • Static units no longer have stacking value or exert Zone of Control.
  • US Order of battle updated to better reflect organization and readiness of cavalry divisions 1939-1941.
Moving Forward:

In the immediate future we'll be working on full air order automation, to complement the air command automation introduced with Husky. Adding a back button to the tutorial, which is much needed and ironically more complex to add than you’d expect for such a simple feature, given how our tutorial message pop up system triggers, but we are working on it. And additional AI improvements, with a particular focus on improving defensive AI performance.

Beyond our near-term goals, the updated development roadmap detailing our plans to tackle the combat and systemic overhauls we have discussed over the last few updates is scheduled to go live next Tuesday. We are also working on creating the proper graphical user interface and documentation to make our editor tools player accessible.

For now storm the beaches, enjoy Husky, and feel free to let us know your thoughts on the new scenarios and features in the dedicated Husky feedback thread on the forum or on discord!

Update 1.0.4.5 (Experimental)

Greetings! Update 1.0.4.5. brings the Operation Brimstone scenarios and paradrops in all attack/invasion scenarios to the experimental branch. This is our last planned major experimental build before Operation Husky update full release.

See the picture below for information on how to opt-in to the Experimental build if you’re interested in playing new updates early.

[h2]New Scenarios:[/h2]
[h3]Operation Brimstone July/September Variants:[/h3]
Operation Brimstone was a series of proposed Allied invasions of Sardinia between May and September, 1943. Historically, Operation Brimstone was never enacted and planning for the invasion was abandoned following the success of Operation Husky. In CAOS model two Brimstone scenarios. First, the most realistic, September Brimstone plan, and a second, higher intensity July variant assuming Operation Husky was directed against Sardinia.


Operation Brimstone (September)
Hypothetical scenario based on Allied proposals to invade Sardinia using US V Army in September 1943. To bring September Brimstone to life in CAOS we combine the proposed V Army order of battle for Operation Brimstone with the carrier air cover afforded to Operation Avalanche. Initial Axis defenses mirror their historical September 8 levels, joined by limited reinforcements from Corsica and Southern France after the invasion commences. In terms of playstyle, September Brimstone strikes a balance between the grinding attrition battles of Operation Husky and the maneuver centric warfare that dominates our Desert scenarios.

Operation Brimstone (July)
Hypothetical scenario using Operation Husky’s Allied order of battle against Sardinia. To compensate for overwhelming Allied strength, the Axis defenders receive substantial reinforcement from Corsica and mainland Italy. In July Brimstone the Allies must quickly seize ports to bring their vast forces ashore before Axis reinforcements can consolidate their positions further north and force a stalemate. July Brimstone starts off with rapid maneuvers as the Allies move off the beach and then transitions to a grinding battle of attrition as Axis reinforcements enter the fray.
[h2]AI Planning Improvements[/h2]
We have extensively optimized the AI planning process and turn resolution times are notably improved. Operation Crusader resolution times are 60% faster, and Operation Husky or Gazala resolution times are 30% faster on average.
[h2]Gameplay Improvements/Bug Fixes:[/h2]
  • Paradrops enabled for both attackers and defenders in ALL custom Attack and Invasion scenarios.
  • Static units no longer have stacking value or exert Zone of Control.
  • Added missing German Flak Battalion in Palermo at the start of Operation Husky.
  • Corrected Allied turn 1 air control in Operation Husky Expanded, it erroneously excluded Gela.
  • Order of battle updates to better reflect organization and readiness of US cavalry divisions 1939-1941.
  • Fixed a bug that caused the requisition menu to appear in Premade scenarios in hotseat games.
  • Fixed a bug that allowed players to see enemy reinforcements in the deployment box. (This still occasionally happens to turn 1 paratroopers, but should not affect other unit types.)

[h2]Outstanding issues before Update Full Release:[/h2]
Before the Husky update is ready for its full release there are still a few content, feature additions, and bug fixes left outstanding.
  • Air command automation controls. To give players the option to automate the administrative side of the air command to reduce the tedium of managing massive air rosters.
  • Axis withdrawal mechanic for Operations Husky, Firebrand, and Brimstone.
  • Back button for tutorial prompts.

Update 1.0.4.4 Hotfix

  • Fixed a bug that allowed the AI to re-deploy units from their historical landing zones in Operation Husky.
  • Fixed a bug that prevented interdiction missions from working in historical scenarios.
  • Fixed a bug that caused the message notifying the player mods are out of date to become unclosable.
  • Fixed a bug that caused some reinforcement units to forget their parents/detachments in historical scenarios (will not affect in-progress games).