The bug-squashing continues with Alpha 7rc2. I've updated the system for Pinning and Stunning enemy units, the last major feature I plan to add for Alpha 7. I'm not going to add a system for Broken units: if they break, they're considered destroyed. Changelog follows:
- Updated key commands in the campaign tank view to match those in the encounter tank view: R for Ammo Reload Type, T to Toggle ready rack usage
- All crew will now have their orders reset to default after an encounter has finished
- Fixed a bug where the asst. driver's skill activation and either the gunner or the loader's could both have an effect on the RoF roll; now only the best modifier applies for any single roll
- Fixed an ancient bug where PSW/SPW units would not actually do anything!
- Decreased chance of triggering a possible weather conditions change to 10% per 15 mins
- Using Tab to select a target map area on the campaign map, you can now hold Shift to move selection in opposite direction
- After triggering a minefield attack that disables your tank, the driver's available orders should now be immediately updated
- Hidden units that roll an attack action will now re-roll first; if another attack action is rolled, unit does nothing. Should mean that Hidden units move more often and do nothing less often.
- If unit positions change due to player tank movement, this will now reset spotted and hidden status, as well as any target acquired level on all enemy units. Also, the map display is now updated more quickly to show them in their new positions
- If there are no live enemy units on the map, the Friendly Action Phase will be skipped, as will the random events Friendly Artillery and Flanking Fire
- Fixed some rendering issues with opening the Help, and Tank and Crew Info windows in the campaign calendar view
Updates To Pinning and Stunning Enemy Units:
- Enemy infantry units (LW, MW, AT GUN) can be Pinned, and enemy vehicles can be Stunned:
- If an infantry unit is hit by HE but not destroyed, they must take a morale test; the difference between the TK roll and score required is added as a positive modifier. If the morale test is failed, they are Pinned.
- If a TK roll on an infantry unit is exactly equal to the number required, the unit is automatically Pinned.
- If an already Pinned unit is pinned again, they must pass a morale test or be destroyed. Any terrain DRM for the unit is added as a positive modifier for this roll.
- Pinned units can only do nothing or move away as their action.
- Stunning works like pinning on vehicles, except that if you fail to destroy a vehicle with AP, they aren't subject to Stunning. The only way a vehicle can be Stunned is by rolling exactly the number required on a To Kill roll.
- Pinned and Stunned units automatically test to recover during the enemy action phase, but if they recover they do no other action that turn. If they don't recover, infantry units can still move away from the player as their action, but remain Pinned. AT Guns can't move, so they can only do nothing if Pinned.
- Each time a unit recovers from pinning, its morale level is reduced by one to represent fatigue, to a minimum of 2.
- An original roll of 12 on a morale test is always a fail, regardless of modifiers.