Alpha 12 is now available to download. Some of the more significant changes are listed below, followed by the full changelog:

Players now have the option to enable permadeath and/or Fate Points at the start of their campaign. Permadeath means that if your Commander is killed or seriously injured, your campaign ends. Fate Points are hidden from the player but will turn a potentially deadly hit on the player tank into a miss, a few times per day.

The Armour Penetration procedure has been revised and improved

Enemy trucks and half-track transports may now be spawned carrying infantry, which they will unload next to the player if they can

Player squad members are now tracked individually, and may be different tank models than that of the player

Fixed a serious bug where crewmen who were killed when the player’s tank was knocked out were brought back to life after the End of Day screen was shown

Objectives on the Campaign Day map are now Targets of Opportunity, which are spawned randomly but still provide a Victory Point bonus for capture

Units can engage in Close Combat; the player can attack enemy units in the hex directly in front of them if the Driver is on a Drive command, and enemy infantry squads can assault the player squad

Enemy infantry and guns can be dug-in, entrenched, or fortified, making them much more difficult to destroy

Pop-up messages can now highlight a hex on the Campaign Day or Scenario map. The animation needs improvement but it does a better job of indicating where on the map the event is taking place

Fixed a serious bug where enemy units that moved off the Scenario map caused the game to crash. Units will now leave the battlefield properly.

Added a few French units for 1940 but the full campaign is not yet ready, the Battle for France campaigns will be added in future development builds and will be available for play from Alpha 13

General

ADD: Smoke rounds for some tank models, mostly in Late War

ADD: Display of fatigued status for crewmen

ADD: German Motorcycle Infantry to September Campaign

ADD: Finnish 76 K/02 Gun

ADD: Light/Heavy ground pressure to some vehicles, modifies bog chance

ADD: Campaign Options: player can choose whether to enable commander permadeath and/or fate points at start of campaign

ADD: French H35, H35 (Late), SOMUA S35, and R35 (Late) tanks

ADD: Half-Tracked movement class

ADD: SPW 251/1 to German AI units

ADD: Some messages will pause on the screen for longer: sniper attacks, gun breakdown

CNG: Appearance of campaign selection menu

CNG: Revised AP calculation procedure

CNG: Trucks will now either be transporting an infantry squad or HMG team, or be carrying cargo. Certain types of cargo are worth bonus VP when destroyed.

CNG: Broken or jammed weapons now indicated in unit info display

CNG: Player squad members now tracked individually, can be different models from player tank

FIX: Added missing stone road generation odds for Nordic region

FIX: Dead crewmen now have fatigue set to 0

FIX: Fighting Withdrawl -> Fighting Withdrawal

FIX: Dead crewmen now properly shown as such on End of Day screen

FIX: Dead crewman miraculously recovering after End of Day screen is shown

Campaign Day

ADD: Crewmen may lose fatigue points during resupply

ADD: Stone/improved roads on CD map

ADD: Pop-up messages can now highlight a hex zone on the Campaign Day map and appear adjacent to it

CNG: Main Gun menu tab now “Supply”, removed Support tab

CNG: Support options now hidden when moving into friendly zone on Campaign Day map

CNG: Objectives now Targets of Opportunity: added via random event, always in high enemy strength zones but provide substantial VP bonus if captured

Scenario

ADD: Close Combat procedure for player squad; phase and command appears when driver is on Drive command and there are 1+ infantry or gun units in hex immediately in front of player squad

ADD: Dug-in and entrenched status for AI infantry and guns; less likely to move, units can be spawned as such or can attempt to dig-in during their activation; reduces effectiveness of firepower attacks; status lost if unit moves

ADD: Fortified status for AI infantry and guns; small arms and MGs much less effective, HE hits may destroy fortifications

ADD: Rubble terrain type

ADD: Possible to use Fate Point if player character is hit by a sniper, turned into a near-miss

ADD: Range AP modifiers for AT rifles

ADD: New random events: Enemy air attack on player, enemy artillery attack on player

ADD: First Aid command, gives bonus to any other crewman trying to recover from Critical Wound, being Stunned, or Unconscious

ADD: Small chance of weapon breakdown after use for player

ADD: New random event; enemy infantry assault on player

ADD: Pop-up messages can now highlight a hex zone on the scenario map and appear adjacent to it

CNG: Improved appearance of unit smoke

CNG: Modified success odds and effect of air and artillery attacks

CNG: Slightly decreased chance of a direct hit from air/arty attack

CNG: Slightly increased base length of time that pop-up messages are displayed

FIX: Bug where firepower for air and artillery attacks was not actually applied

FIX: Bug where enemy unit spawn would freeze game if 2+ units of the same class were rolled

FIX: Crash upon a crewman getting hit by a sniper

FIX: Bug where RoF bonuses were not stacking properly

FIX: Crewmen with Critical Wounds now check for death/recovery properly each turn

FIX: Bug where AI units were not accumulating move bonuses properly

FIX: Crash when attempting to remove AI units that had moved off the scenario map

FIX: No shock test if player tank has been destroyed