Full notes
Full On The Western Front update
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What changed
- Maps
- Workshop
- Fixes
- Gameplay
- UI and audio
- Balance
On The Western Front changes
Hi all,
I lied after the last update. I had one more major feature to add, which I've done in this update. There is now the option to upload and download custom maps using the Steam Workshop API. Note that this isn't full workshop support, just the ability to upload and download maps in-game. Uploading happens in the map editor itself, via the pause menu when you go to save the map you're working on. You also have the ability to delete any maps you've uploaded.
Downloading happens in the custom map screen when starting a new game. A local copy of the map will appear in your custom map folder, and from there you can edit it or play it as you would with any map you've created yourself. As of now there is no functionality to update maps in real-time, since this would require full workshop support.
Other than that, I received some detailed feedback in the forums, most of which I've addressed. I also stumbled into some issues while playtesting heavily over the past couple of weeks, so I've addressed those issues too.
Bugfixes/Changes:
User is now able to upload custom maps from the save/load dialog when making custom maps.
User is now able to download custom maps from the custom map screen when setting up a new game.
Autosave choices are now hidden from the save/load popup when using the map editor.
Changed US flag to the 48-star version.
Fixed bug in which marshes were being selected at random when adding them in the map editor, even when a marsh type was explicitly chosen.
Fixed a few typos.
"Charge Positions" in scheduled orders has been changed to "Raid Position"
Lingering gas effects are now longer.
Fixed Trench Mortar appearing twice in unit filter list.
New unit effect - Suppressed. Suppression allows units to attack but not move or do anything else, as opposed to Recovering which disables them entirely. Units placed under attack now have a chance to become Suppressed or Recovering. Likelihood of Suppressed is higher than Recovering, which is now less likely than before. Although the duration of Recovering is longer when caused by artillery, the duration of Suppressed is actually longer when caused by machine guns.
Selecting units currently attacking now highlights their attack areas. This was already in the game, but you'd have to wait until the next game tick for it to happen. Now the areas will appear even when the game is paused.
Added Rifle Grenades as a new upgrade type, which extends the range of grenade attacks.
Attacking now displays the attack type on a selected unit's task label.
Fixed potential crash when engaging in melee combat and hovering over a selected unit's task label. The detailed tooltip had a bug with invalid input.
Removed friendly fire in crossfire tiles, but friendly fire remains in actual targeted tiles.
Fixed odd pathfinding when units assigned to scheduled orders relocate to a position closer to the intended order tiles.
Fixed line of sight across rivers and bridges/pontoons. Previously, bridges, pontoons, and rivers would not count as "open sight" tiles and were blocking line of sight for rifles and machine guns.
Fixed bug in which launching raids using the buttons at the top of the screen didn't work while paused.
Buttons at the top of the screen when making custom maps now disable and enable properly. Previously, they would be enabled all the time, making it hard to remember sometimes what kind of terrain you were adding. This was exacerbated by the fact that re-clicking the "active" terrain type didn't cause the terrain select dialog to re-appear.
Scheduled orders can now be re-named when creating them.
Effect of being under heavy attack vs. light attack (visible by the notches on the "Under Attack" effect) is now more strongly taken into account when considering losses. Likelihood of losing men is greater when under heavy attack.
Fixed bug in which units locked in melee would cancel each other out and attack in melee endlessly.
General tweaks to AI logic during mass offensives when trench lines aren't complete.
New Localization keys:
SAVELOAD_DIALOG_UPLOAD_BTN
SAVELOAD_DIALOG_HEADER_LBL
SAVELOAD_DIALOG_UPLOAD_HEADER_LBL
SAVELOAD_DIALOG_UPLOAD_TITLE_LBL
SAVELOAD_DIALOG_UPLOAD_DESCRIPTION_LBL
SAVELOAD_DIALOG_UPLOAD_OWN_ITEMS_LBL
SAVELOAD_DIALOG_UPLOAD_LEGAL_LBL
ONLINE_NOT_CONNECTED_TOOLTIP
SAVELOAD_DIALOG_UPLOAD_COMPLETE_LBL
SAVELOAD_DIALOG_UPLOAD_FAIL_LBL
CUSTOM_START_DOWNLOAD
CUSTOM_START_DOWNLOADING
TITLE_NEWGAME_WESTERN_FRONT_SHORT
TITLE_NEWGAME_EASTERN_FRONT_SHORT
UNIT_EFFECT_SUPPRESSED
TOOLTIP_EFFECT_SUPPRESSED
HELPER_UPGRADE_RIFLE_GRENADES_TOOLTIP
HQ_SCREEN_UPGRADE_RIFLE_GRENADES_BTN
UPGRADE_LIST_INFANTRY_RIFLE_GRENADES
SCHEDULE_ORDER_SCREEN_ORDER_NAME_BTN
CONFIRMATION_ORDER_INVALID_UNITS_CHARGE
Updated Localization keys:
HELPER_MOUSE_DRAG_CHARGE_POSITIONS
TOOLTIP_EFFECT_RECOVERING
HELPER_UNIT_ACTION_LIST_ATTACK_UNIT
Thanks for playing!
Source
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