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Steam News25 July 202616d ago

Build 0.7.6: Supply Window & Ranged Engagement Update

[NEW: SUPPLY OPTIONS WINDOW] ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts he

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Full War Room: Tactical Sandbox update

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What changed

1 fix0 additions0 changes0 removals
  • Gameplay
fixed[NEW: SUPPLY OPTIONS WINDOW] ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at growing radii, looking for a spot that does not overlap the unit itself or any nearby troop/object. ● Concealment-Aware: locked/concealed objects (used by the Unit Concealed system) are ignored by the positioning search, since they aren't clickable through normal means anyway. [FIX: RANGED AUTO-ENGAGEMENT NOW RESPECTS VISION] ● Vision-Gated Auto-Fire: ranged units no longer auto-engage enemies they cannot actually see. If a unit's weapon range exceeds its vision radius, it will not fire on its own at anything beyond what it can visually detect — regardless of weapon range. ● Applies To Both Offensive And Defensive Stances: the same vision-gated target search is used by offensive AI and by sentinel (defensive) scanning, so player units and AI units follow the same rule. ● Manual Orders Remain The Exception: when the player personally directs a unit to attack a specific, already-known enemy, it will fire at anything within weapon range regardless of vision — exactly as before.

War Room: Tactical Sandbox changes

fixed[NEW: SUPPLY OPTIONS WINDOW] ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at growing radii, looking for a spot that does not overlap the unit itself or any nearby troop/object. ● Concealment-Aware: locked/concealed objects (used by the Unit Concealed system) are ignored by the positioning search, since they aren't clickable through normal means anyway. [FIX: RANGED AUTO-ENGAGEMENT NOW RESPECTS VISION] ● Vision-Gated Auto-Fire: ranged units no longer auto-engage enemies they cannot actually see. If a unit's weapon range exceeds its vision radius, it will not fire on its own at anything beyond what it can visually detect — regardless of weapon range. ● Applies To Both Offensive And Defensive Stances: the same vision-gated target search is used by offensive AI and by sentinel (defensive) scanning, so player units and AI units follow the same rule. ● Manual Orders Remain The Exception: when the player personally directs a unit to attack a specific, already-known enemy, it will fire at anything within weapon range regardless of vision — exactly as before.

[NEW: SUPPLY OPTIONS WINDOW] ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at growing radii, looking for a spot that does not overlap the unit itself or any nearby troop/object. ● Concealment-Aware: locked/concealed objects (used by the Unit Concealed system) are ignored by the positioning search, since they aren't clickable through normal means anyway. [FIX: RANGED AUTO-ENGAGEMENT NOW RESPECTS VISION] ● Vision-Gated Auto-Fire: ranged units no longer auto-engage enemies they cannot actually see. If a unit's weapon range exceeds its vision radius, it will not fire on its own at anything beyond what it can visually detect — regardless of weapon range. ● Applies To Both Offensive And Defensive Stances: the same vision-gated target search is used by offensive AI and by sentinel (defensive) scanning, so player units and AI units follow the same rule. ● Manual Orders Remain The Exception: when the player personally directs a unit to attack a specific, already-known enemy, it will fire at anything within weapon range regardless of vision — exactly as before.

Source

Steam News / 25 July 2026

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