I’ve packaged up a new weekly build and have uploaded it to the usual location. There’s a lot of new stuff and changes this week since I’ve been doing research work over the past while and have only had short chunks of time now and again to do development work.

I’ve only done a bit of testing on the more recent features such as assaults and sound effects, so if you run into any unexpected behavior please do report it. Full changelog follows:

Changelog for September 1 2017 Build

– Note: contents of config file have been changed and a new config file is included;

you may need to change settings back to how you prefer them

– added a message log window opened with ‘M’

– fixed a bug whereby turret-mounted weapons were not being marked and handled properly

– added the ammo type to the text of the Fire command for guns

– added a different highlight colour for armour penetration roll display console

– changed turn length to one minute on the game clock

– fixed pathfinding function to work with unit movement

– added squadron leader system for friendly AI units

– added a short pause after displaying a message without a unit highlight

– if player unit moves and gets an extra move action, cannot use weapons in that

activation

– fixed a crash when an enemy dummy unit is spotted and removed during its pre-activation phase

– changed certain to-hit penalties: no penalty for having moved last turn; -4 for having

moved this turn: will only apply in assaults; -1 per hex edge change for turret

rotation (max 3); -2 for hull pivot (max 6); these only affect first attack, not RoF

attacks

– changed firepower attack penalty: 1/2 firepower if moved: will only apply in assaults

– added a message describing the outcome of an AP hit resolution if not being displayed

on the screen

– recovery check from negative statuses now occurs post- rather than pre-activation

– added a menu option to manage ammo in ready rack; any movement into or out of means that weapon cannot maintain RoF that turn

– fixed an invisible but potentially annoying bug relating to the Next Weapon command in weapon menus

– added a simple display of scenario name and time remaining in the scenario menu

– pathfinding function for AI units now checks to see if movement along possible paths is

possible for that unit, checking impassible hexes, units occupied by enemies, etc.

– fixed a bug where an attack animation would not be drawn to the current location of a unit

– added a message for the result of an attack when not involving the player

– added ability to cycle top unit in hex unit stack by hovering over hex with cursor and

moving mouse wheel

– target of attack will automatically be moved to top of its map hex unit stack at start

of attack

– added assaults, for now AI units won’t initiate assaults but will counterattack if assaulted

– added small arms weapons to gun crews

– changed to semantic versioning; loading a saved game will check compatibility properly

– also added a warning for pre-alpha versions that will likely not be backwards compatible

– command menu is now hidden when AI units are active

– basic sound effects have been added with more to come

List of current known bugs:

– message display when a target is spotted after a hit interrupts the attack console display

– Polish 75mm AA gun should not have an AP round (unit has been removed from game for now)

– bug where enemies outside of LoS can attack player is still happening?

– player’s target LoS is being displayed during the LoS animation for third-party attacks

– turret counts as rotating when hull pivoted: will fix in future by checking facing relative to hull