Whew - uploaded Alpha 7 release candidate 1:
http://www.armouredcommander.com/downloads.htmlI'm hoping that after some testing and some bugfixing, I can leave Alpha 7 up to be the stable version of ArmCom for a little while. In the meantime I'll work on polishing things behind the scenes, looking forward toward a beta version where all the major components of the game are present and working reasonably well!
As with the last update, if you load a game that was saved in the Campaign Calendar or Campaign Map in a previous version, it should work. Most of the variable changes have been within enemy units, which are spawned anew during each battle encounter.
In this version, I've added a few important things and fixed some bugs I discovered:
- Fixed a bug where stunned enemy vehicles would still act as normal
- Fixed a bug where every day would start cloudy
- Fixed a bug where immobile enemy units at medium or long range in fog or falling snow could move closer to the player
- Orders now reset each turn only for Driver and Loader, other crewmen will keep their order until the end of the encounter or circumstances make their order impossible
- Changed the odds of enemy morale values slightly
- Made spotting and identifying enemy units slightly more difficult
- All enemy AT Guns are assumed to be emplaced; this means they always get a +2 terrain DRM to hit, or to kill with an area fire hit. If they are in a fortification, they get the +3 DRM instead.
- AT Guns are never set up moving, and will not move during a battle encounter
- Their only actions are: Do nothing; fire at friendly tank (player if fired upon in previous turn); fire at player tank; fire at lead tank
- AT Guns have a facing set at spawn, and which can be changed if player tank moves
- If an AT Gun rolls an attack action and is not facing the player, it rotates to face the player
- Any critical hit on an AT Gun, whether direct or area fire, will automatically destroy it
- Enemy infantry units (LW, MW, AT GUN) can now be Pinned:
- if an infantry unit is hit by HE but not destroyed, they must take a morale test; if they fail, they are pinned
- if a TK roll on an infantry unit is exactly equal to the number required, the target is automatically pinned
- pinned units can only do nothing or move away as their action
- pinned units can test to unpin at the end of the encounter turn by rolling against their morale level