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Tank Warfare: Tunisia 1943 News

Update 12/20/2020

1) Changed the algorithm for calculating losses after battle. Some of the heavy wounded who remained in uncontrolled territory after the battle are recorded as missing. Some of the heavy wounded who remained on their own territory are transferred to the category of the wounded.
2) Added indication of the Zone of control.
3) Added indication of the local encirclement for the unit.
4) The algorithm of retreat and surrender has been changed, an indication of the unit's Combat sustainability has been added.
5) Added clearing sectors in front of vehicle trenches from grass.
6) Fixed a bug with using the wrong type of ammunition when picking up weapons.
7) Fixed a bug with incorrect display of a smoke trail if the shell leaving this trail ricocheted from an obstacle.
8) Changed the name of the order at the deployment phase from “Make ambush” to “Take positions”.
9) Captured soldiers do not move under heavy fire.
10) Platoon leaders retreat if all neighboring squads under their command have started retreating.
11) Changed the logic of the function of checking the field of visibility at the stage of placement, it began to take into account the actual ability to dig a trench by a unit and does not take into account the grass cover for units that will be in the trenches.
12) Changed the algorithm for lighting wet surfaces.
13) Fire on the landscape removes grass in a certain radius.
14) The algorithm for throwing grenades has been changed.
15) Reduced the error when indirectly firing mortars.
16) Updated user manual.
17) The algorithm for launching signal flares has been changed.
18) Changed ammo layouts for some weapons of German soldiers.
19) Changed the battlefield in the Chewy Gooey Pass DLC.
20) Added information about the order of battle to the Chewy Gooey Pass DLC operations.

Update 11/03/2020

1) The algorithm of the visibility calculation for soldiers in houses has been changed.
2) Changed the physical model of movement for wheels without suspension and tires.
3) The algorithm of the capture of squares after the battle has been changed, now the area that units can shoot with their weapons at the end of the battle is taken into account.
4) The algorithm for the selection of units in Close Engagement mode has been adjusted.
5) Changed the algorithm for triggering projectile fuses and calculating the fragmentation field.
6) The model of the Tiger tank has been changed.
7) Changed the algorithm for breaking the fuse when a projectile hits an obstacle.
8) Added order of battle mode in an operation (for some operations).

Update 09/22/2020

1) Corrected the display of the number of shells for duplicate weapon types (mostly smoke grenade launchers) for vehicles.
2) The placement of units is not blocked for platoons included in the battlegroup in which there is a battle-ready reconnaissance platoon.
3) Added indication for operation's features: platoons, grid type, size (will be updated as the DLC updates).
4) Added the ability to sort operations in the list by DLC instead of campaigns.
5) Changed the algorithm for detonating ammunition in vehicles.
6) Added automatic retreat for AI in the operational phase without starting a battle.
7) Changed the movement system on the operational map: movement speed depends on the time of day and weather.
8) Restrictions of movement modifiers take into account the presence of troops in/on vehicles.
9) Adjusted the algorithm for throwing smoke grenades during shelling.
10) Added the ability to select camouflage for Close Engagement mode.
11) Added antenna bender to the PzIV ausf.G tank.
12) Operational AI began to use the same system of indirect orders as the player.
13) Added an indicator for blocking of night battles.
14) Added automatic recovery of platoons.
15) Added the ability to throw grenades from hatches for some armored vehicles (Stug3, Mk2/Mk3).
16) The ammo save modifier is stored in savegame.
17) Fixed a number of minor bugs.

Update 06/16/2020

1) Added indication of the ammo for offmap artillery in the platoon table.
2) The algorithm for calculating the total% ammo for offmap artillery has been changed.
3) Added modification of the PzIV F2 (G) tank.
4) The mobility of the battle group is calculated for all platoons together, not individually for each platoon.
5) Units from disbanded platoons and suitable reserves can replenish the main part of platoons.
6) Operations and battlefield in the El Guettar DLC was changed.
7) The position in the battle is remembered for units from platoons that did not move in the operational phase (including to/from the reserve).
8) Revised the algorithm for moving BGs/platoons with indirect control mode in the operational phase:
-the march order is automatically canceled if it is impossible to execute or in a contact with an enemy for non-combat and “weak” units;
-the march order is automatically replaced by an attack, for combat units in a contact with an enemy;
-movement is carried out so that each BG/platoon move approaches its destination;
- during march order, BGs/platoons try to avoid contact with the enemy.

Update 05/11/2020

1) The algorithm of the squad and crew experience calculating when replenishing personnel was changed.
2) Groups of spotters in the operational phase are marked as having poor parameters, when the ammunition from the battery to which they are linked is exhausted, and they can be disbanded.
3) Changed user manual.
4) A number of minor errors have been fixed.