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Steam News15 February 20251y ago

Update - Feb. 15

Hi all, A fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders).

Full notes

Full On The Western Front update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes2 additions5 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Fixes
  • Maps
  • Performance
addedA fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles out of range. This behaviour extends to scheduled orders over an area of interest.
changedPreviously, units would select a random tile in the area of interest and fixate on that one area for the duration of the order. Now they will rotate valid positions automatically.
changedTweaked tile "painting" during offensives again, to allow the defenders to more easily retake tiles.
changedAdjusted idle AI during offensives, so there are fewer instances of units standing next to each other idle.
changedWhen assigning units to a scheduled Suppress Area order over an area of interest, they will now change attack targets within the area of interest each turn.
fixedFixed bug in which artillery bombardment orders showed up as Attack Area instead of the shell type.

On The Western Front changes

addedA fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles out of range. This behaviour extends to scheduled orders over an area of interest.
changedPreviously, units would select a random tile in the area of interest and fixate on that one area for the duration of the order. Now they will rotate valid positions automatically.
changedTweaked tile "painting" during offensives again, to allow the defenders to more easily retake tiles.
changedAdjusted idle AI during offensives, so there are fewer instances of units standing next to each other idle.
changedWhen assigning units to a scheduled Suppress Area order over an area of interest, they will now change attack targets within the area of interest each turn.

Hi all,

A fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles out of range. This behaviour extends to scheduled orders over an area of interest.

Previously, units would select a random tile in the area of interest and fixate on that one area for the duration of the order. Now they will rotate valid positions automatically.

Bugfixes/Changes:

  • Tweaked tile "painting" during offensives again, to allow the defenders to more easily retake tiles.

  • Adjusted idle AI during offensives, so there are fewer instances of units standing next to each other idle.

  • When assigning units to a scheduled Suppress Area order over an area of interest, they will now change attack targets within the area of interest each turn.

  • Fixed bug in which artillery bombardment orders showed up as Attack Area instead of the shell type.

  • Attack Area orders can now be dragged, covering a larger area than the actual attack area of the unit. This works for both the right-click context menu and the scheduled order screen. If the area is larger, a random target within the area will be attacked each turn. Note that the unit will not move to attack the area - it will only attack tiles that it is in range for, and will reset to idle if no tiles are found.

  • Updated line of sight logic for attacking areas. Units with theoretical line of sight but not true line of sight can still fire upon tiles to suppress them, but will not do any damage. True line of sight is line of sight in which terrain and weather is taken into consideration. Theoretical line of sight is the same logic used for artillery - tiles can be fired upon regardless of terrain or weather, and only elevation is taken into account.

  • Fixed potential crash bug during unit rotation when opposing rear supply line tiles were captured.

Thanks for playing!

Source

Steam News / 15 February 2025

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