In this update1
Full notes
Full Advanced Tactics Gold update
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What changed
- Gameplay
- Performance
- Fixes
- Maps
- Balance
- UI and audio
Advanced Tactics Gold changes
It’s now been over 20 years since the release of People’s Tactics. The formula hasn't changed much: a wargame mixed with procedural empire building. In 2007, People’s Tactics received an upgrade with the release of Advanced Tactics, which in turn was upgraded in 2011 with Advanced Tactics Gold.
Advanced Tactics Gold saw many years of active development throughout its lifecycle, though development had slowed considerably over the last 4-5 years—until two years ago. Thanks to Erich Ormand, ATG received a significant refresh, resulting in this final release of Advanced Tactics Gold.
A huge thanks to Erich, as well as to all the players who have supported Advanced Tactics over the past two decades. Special appreciation also goes out to all the testers, modders, and streamers who have contributed greatly.
Thank you all for your part in making ATG possible! There aren't many games with such a lengthy lifespan, and our collective effort has established ATG as a legacy classic.
Update V2.40.106 is here
Bringing major improvements, optimizations, and important bug fixes to enhance your gameplay experience:
Bug Fixes and Stability Improvements
Fixed multiple CTD issues, including those related to the Model Designer, Unit Analysis Statistics, and AI turn processing.
Resolved various movement pathfinding issues, ensuring smoother unit navigation across the map.
Fixed TOE autotransfer and autoreinforce bugs, preventing errors in unit management.
Addressed several editor-related issues, including graphics display, item assignments, and SFType functions.
Game Changes and Features
The Preferences window has been redesigned, adding new sections and the option to hide real-time AI calculations.
The “High Gfx Speed” option is now enabled by default, improving performance for large maps and high-resolution screens.
Adjusted the "Stone Age" random game setting, making it only available when selecting “1 Town Start” to ensure game balance.
Additional checks and warnings have been added to prevent incorrect TOE imports and missing graphics.
Check out the full changelog below to ensure you don’t miss a thing:
V2.40.106 - April 16, 2025
Game Bug Fixes 1. Fixed CTD in the Model Designer (TOE editor) occurring when deleting the last subformation in the TOE and then clicking delete again. 2. Fixed cosmetic issues with movement path when moving to hex (0,0) through hex (0,1) and when the path extended to the edge of the map and would not clear when the mouse moved off the map. 3. Changed movement path algorithm for an extremely rare case where the path is “confused” and cannot find the hex path on the map and gets stuck in an infinite loop. The loop is terminated, and the path is not active until another unit is selected. 4. Fixed CTD when pressing the “Unit Analysis Statistics” button (ANL) when the unit is not attached to an HQ. 5. Fixed CTD during AI turn when the AI removes a unit with no AIplan assigned to it. 6. Fixed bugs in TOE autotransfer related to autostaffing 7. On the Random Game screen made the “Climate Settings” button actually inactive when “No Climate” is selected. It just looked inactive. 8. Fixed problem occurring when clicking on the “Go To This Unit” button in the OOB panel would not focus on the selected unit in zoomed mode. 9. Fixed problem centering on the selected hex for looping maps when clicking in the info box. 10. Fixed bug calculating the movement speed of units with subformations that transport other subformations capable of transporting subformations 11. Fixed bug where air units in older games were not allocated to air combat. 12. Fixed bugs associated
Source
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