In this update2
Full notes
Full Tank Squad update
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What changed
- Fixes
- Gameplay
- UI and audio
- Performance
- Balance
- Maps
Tank Squad changes
Dear Tankers and Mechanics!
We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.
Next we are onto finalization of the Ponyri DLC, but there might be a small patch before it comes out, we will inform you guys in dev status and on forums - happy hunting
PS. Sorry for the quality of the thumbnail - Michał is on vacations and I had I've just used paint - in my opinion it's superb tool
Changelog 1.3.2
Added:
Option to name the battle saves created in pause menu
Killcam for explosives, grenades, arty, bombs
Sound of being on fire for infantry
Tank track skid marks
Battle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minimum (25% units).
Modified:
Changed AI vehicles movement, to be more responsive. AI vehicles will now yield to each other more effectively.
Changes to formations: vehicles following the player's vehicle, align parallel to it when in line formation.
Spawning tanks in ballistics lab now shows Loading parent and player needs to wait before being able to click anything
Issue with peeking out or in and the visors being visible
Decreased the chance to spawn a tiger on procedural missions
Fixed:
Player spawned squads now spawn in proper formation
Player when is outside the tank using binocs will correctly see his tank shadows and materials
Tank skid marks will be hidden when inside tank (wont be visible through armor)
Manual saves now display their file names correctly in battle load list
Issue with infantry ui manager that duplicated the cost of selected infantry when player changed tabs of the menu
Objective markers under terrain on Starozhevoye Forest procedural mission
Infantry that spawns in APC or on top of tanks will be now properly blocked if the unit count is too high
Spawners on procedural missions should now face the closest enemy spawner instead of forward
Issue with Maus tank not being correctly shown in procedural campaign when loading in a save file
Issues with AI on procedural missions not rotating towards closest enemy respawn point
Issues with AI rotating in place without reason
Issues with AI on procedural missions receiving too many move to commands resulting in total chaos
Incorrect offmap support available on soviet procedural campaign
Incorrect battle area size and missing squad spawners on PR_Psel_River scene
Camera shadows are now disabled correctly
Issue with game not applying texutre quality setting at all
Potential crash on ballistics lab where player changed the vehicle while previous xray animation was playing
ID when selecting tanks in wreck mode should now be correct
VFX of burning infantyr is properly attached to the spine bone of the infantry
There should be no more flying fire in sky when player ends a battle and returns to repair station
Tiger VIE and PZ IVH issues when closing hatch and the turret meshes were disabled on player sight
KV-1 mod. 1942, KW-1B 756 and KW-1C 756 - Commander in multi crew now correctly controls the fire extinguishers.
Vehicle exhaust particles should work correctly now
Thank you for your support, we are working. See you next time! DeGenerals
Source
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