Full notes
Full Advanced Tactics Gold update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Balance
Advanced Tactics is the breakthrough wargame-4X that has been going strong ever since its release in 2008 and upgrade to Advanced Tactics Gold in 2011. Combining random scenario generation with solid wargaming and 4X empire building.
Recent releases like that of Shadow Empire have kept Vic from doing any work on Advanced Tactics Gold. Hence Vic has signed up with Phoenix Team to bring some well deserved new life and support to Advanced Tactics.
At the moment Phoenix Team consists of Erich Ormand, well known for his Four Seasons Mod, and the prolific Claus E. Füssel, known for his popular Global Domination scenarios and many others.
We are starting this cooperation nice and easy. Phoenix Team is currently working on a volunteer basis and focussing on bug fixing, adding some features as well as improving the editor and its documentation. But if all goes well Phoenix Team might consider taking on the task of finally upgrading AT Gold to AT Platinum.
The Open Beta is available for manual install on the Matrix forums and as a BETA branch on Steam.
Here you can see the changelog v2.40:
Major New Features :
- Added ability to select regime properties, People, Name, Flags, and colors for random games
- Extended the climate system to cover the globe from Arctic to Antarctic with a selection of 21 different combinations of climate zones.
- Ability for Scenario Designers to transfer units, leaders, historical units, models, and TOE formations into games that make up a campaign.
Fixes and minor new features :
- Implemented full 64-bit executable, with larger memory modules – makes it possible to take screen shots of large maps, load larger graphics for overlays, and more units, etc.
- Changed Zoom mode with wheel so that selected hex is not changed. This removes CTD bug when checking production for a LocType after zooming.
- Changed focus with zooming to better center on the selected hex.
- Improved movement calculations with mixtures of mobilizer units. Now it is based on matching heaviest units with mobilizers with highest capacity.
- Fixed issues with incorrect sounds being played with mobilizers, in particular with CVs and aircraft.
- Fixed bug where the preview AP cost for building roads/bridges was incorrect for mobilized engineer units.
- TOE import/export now reads all four NATO graphics symbols.
- Fixed bug where TOE transfers were NOT subject to anti-supply interdiction.
- Anti-supply losses are tabulated in the info screen at the start of the turn and on the info screen in game.
- Fixed issue with graphics when clicking between HQs with and without a leader. When selecting an HQ with no leader right after selecting one with a leader, the SFType window would be indented. Also, added headers for AP, RDN, XP, and PPL for HQ w/o leader and SFType number exceeds 8. 11. Fixed bug with officers in a disbanded HQ being sent back to the pool with active cards. 12. Modified production so that items will be produced with excess production if the item is no longer viable. Fixed production prognosis so that production of items obsolete items will not appear to be stockpiled each turn, but will stop being produced when excess production is fully used. 13. Fixed uncommon bug where an HQ could be set to a non-HQ TOE model. Occurred when there are no TOE HQ templates, and a land unit and HQ are in the same hex. If the land unit is set to a land unit template, and the user advances to
Source
Changelog.gg summarizes and formats this update. How we read updates.
