- Joined
- Oct 14, 2014
- Messages
- 2,099
- Points
- 113
- Age
- 59
- Location
- Pueblo West, Colorado
- Website
- lnlpublishing.com
LnLT Digital Update Reports - We will be posting these here to show a history of the progress as to what we have fixed, adjusted, and new features that have been added. So expect this to be very active. Our priority will be bug fixes and the multiplayer feature. The LnLP forums will be the first place we update followed by Steam and our Facebook Lock 'n Load Tactical group section.
UPDATE LOGS:
Changes: 7/4/2020
Happy 4th of July, We will not be updating this thread with everyday updates as they are all available within the game's updates.
Changes 6/26/2020
- fixed smoke to be a Level-2 height LOS block
- fixes to squad weapon’s upstairs/downstairs status getting out of sync with their owners
Changes 6/25/2020
- reverted some of the rendering settings back to pre-June 15 settings to reduce counter blurring
- fixed heroes created from an Upper-Level unit from being placed on the ground floor
- heroes & crews generated during play now inherit any SSR-type movement area restrictions from their creating unit
- Ap Bac: fixed the US Advisor not being able to carry a Support Weapon
Changes 6/24/2020
- fixed PIAT not actually firing from building hexes (was showing the attack odds on preview but then not fire when clicked)
- Rebecca Can You See Me: added a large permanent US icon marker to the (center) target hex (though it is hidden under the event marker at first)
Changes 6/23/2020
- added Days of Villainy module rules .pdf
- added updated version of Normandy/Nam .pdfs with skill information & terrain information added
- fixed core rules .pdf not being re-loadable on the main menu if you come back after exiting a scenario where you looked at module rules (the module pdf was there and not changeable)
- fixed LOS not being reciprocal on a 2-level hill to/from a hex behind a level 1 obstacle (the uphill was being wrongly let through; an example is map 4, L7-E8)
- Assault on Ben Suc: fixed civilian event getting stuck if there were no NVA/VC troops left on the map at all to target; the civilian will just be a normal hero in this case
Changes 6/19/2020
- Unity updated to 2019.4.1f1
- fixed units failing the morale roll to begin a Close Assault not having all move points used, leading the AI to attempt to do weird things with them with the remainder of their move, such as vaulting over entire hexes
- fixed vehicles not being allowed to move their guaranteed one hex if a rotation was needed (the line was showing white, indicating this is an allowed move, but the move itself was not allowed)
- fix to Acquiring markers: 'hex' Acquiring/Acquired markers (e.g. vs infantry) are now removed when the infantry is all eliminated (even if support weapons remain behind)
- fixed Results Window missing Firepower information for offboard artillery
- Map 2: separated the joined Huts hexes into different "groups"; this fixes the erratic building control count in Operation Starlite (and other scenarios, if any, that consider them to be different buildings for victory purposes)
- multiplayer: Rebecca, Can You See Me? now enabled
Changes 6/18/2020
- added reminders for Rally Phase weapon statuses; the hexes get green outlines and a text window (the prediction layer) has the details
- F10 now also hides hex outlines and the hex cursor
- fixed artillery FFE round placement from Spotting round to only allow a 1-hex shift instead of 2-hexes, to match rule 18.2 (with the exception to leave it at 2 hexes for special forward observers in certain SSRs)
Changes 6/16/2020
- fixed opfire being prompted with RPGs that couldn't fire because they were in buildings
- fixed ord fire prediction window to say that Shaken units cannot fire
- units that become Abandoned now remove any large Shaken and Buttoned admin counters
Changes 6/15/2020
- added F10 hotkey to hide/show the usual in-game UI windows, if you Esc to bring up the popup menu they are also all shown again in case you forgot what key you pressed to hide everything
- fixed Autorally button/warning showing when not needed (bug introduced Friday from changes for Red Star)
- fixed various in-game menus such as Reinforcements not being removed if you Esc back to the Main Menu when they are up
- fixed the AI passing when it tried to move a shaken unit into a forbidden (by SSR) area of the map to hide
- some adjustments to map panel positioning (hoping to reduce the visible seams in the future, but not yet - it is quite complicated)
- tidied up the briefing OOBs by combining identical units that were being shown on separate lines
Changes 6/13/2020
- fixed multiple-shot units not being able to fire more than once (broken yesterday)
- fixed passengers not being assigned movement points if not specifically selected to unload from a vehicle and thus sometimes not unloading
- fixed selection of a vehicle that was marked Moved from unloading to revert to the correct normal move mode for further moves of the vehicle on that impulse even if Assault Move is the vehicle default
- added rocket effects to helicopters firing ordnance weapons
- Sky Soldiers: another attempt to fix the AI doing the illegal half squad setup
Changes 6/11/2020
- reduced AI tendency to move onto other friendly stacks when moving carefully
- fixed an AI bug where it would try to move a stack of shaken units to hide that would overstack the destination, so it would then pass
- a bunch of under-the-hood changes to how units are marked "Fired" and/or are able to shoot (required for upcoming ATGMs - hopefully nothing broke but be alert)
Changes 6/10/2020
- Unity updated to 2019.4.0f1
- fixed map clicks sometimes not working (they were hitting the invisible prediction windows)
- fixed crash on the second use of the Move/Assault Move vehicle menu
- fixed empty tooltip popping up on the Move/Assault move vehicle menu
- fixed hero generated on a unit being completely killed not appearing on the map
- told the AI it can’t Close Assault into hexes with enemy infantry (it was sometimes deciding to do this, be unable, and then passing)
Change 6/9/2020
- added ability to mix move modes when loading/unloading passengers; passengers use the selected move mode and if the vehicle has not already moved, a menu will pop up to select a separate Move or Assault Move for it
- Kellam’s Bridge/combo: fixed LOS being blocked by 17I4 east and west
- Sky Soldiers: fixed the AI setup sometimes getting stuck on a bad setup warning (one of the submitted setups had an illegal placement that pre-dated this check)
Changes 6/8/2020
- switched the turret action button icons
- fixed generic not-able-to-fire messages not showing in ordnance fire prediction (example: firing RPG from inside a building)
- fixed vehicle passengers creating a misleading column on the prediction windows (only their vehicle may be targeted)
- fixed Roadblocks not affecting movement
- Map 55: marked hexes E10 and F9 as being the same building to prevent LOS from going between the hexes; since they are single-story buildings there is no issue with upper-story units hopping from one to the other
- Map 55: marked hexes H8 and H7 as being the same building (same reason)
- Hold or Die: fixed NTC victory condition not working properly
- Hold or Die: fixed NTC vehicle not able to reverse move out of the emplacement
Changes 6/5/2020 - Days of Villainy DLC Released
- added passenger loading toggle to reinforcements menu to allow oncoming Coordinated Moves
- added Victory Points section to briefing text
- fixed attempted moves with 0 move points from flagging a combined stack as having started a Coordinated Move
- fixed selection of ground units after selecting a vehicle sometimes not giving the ground units any movement points
Changes 6/4/2020
- added Coordinated Movement for onboard units (automatic if a vehicle and additional units are selected at the start of a move)
- fixed units on the ground next to units in the upper story of a building not being considered 'adjacent'
Changes 6/3/2020
- added Continuous Movement (action button shows after a vehicle has been moved)
- attempted fix of multiples of the same admin counters being placed on a unit
- fixed large admin counters showing on a reloaded game regardless of large admin counter setting
- multiplayer: fixed vehicle rotating in order to opfire from confusing the moving player's computer
- Sky Soldiers: fixed meaningless error message about 'Random Hero' in the message log
Changes 6/2/2020
- fixed display of squad weapons in Melee if a unit carries more than one
- fixed moving helicopters not triggering opportunity fire
- fixed up-to-downstairs LOS over hexside terrain not being symmetrical
- fixed a bug where a unit thought it needed to change facing when it didn't (facing NW and target in adjacent NW hex)
- multiplayer: fixed mandatory facing changes to fire that triggered opportunity fire from getting the opportunity fire computer all confused and frozen
- multiplayer: Sky Soldiers now enabled
Changes 6/1/2020
- fixed Esc from bringing up the menu when you are actively targeting (i.e. canceling opfire)
- added sniper button functionality to hotseat games on the non-sniper side's turn (shows a nation icon to make it clear who the sniper belongs to)
- multiplayer: added sniper interrupts, use the F2 key or the button; this notifies the moving player to interrupt at the next opportunity, the number of hexes of movement you are delayed are going to depend on your latency
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