- 1.3.6: Huge AI improvements, new squad orders, new animations and more!
- Hi everyone,
- We just released a good amount of AI changes and many other features, so first, here's all the changelogs!
- Apologies if this update took long, but it was probably one of the biggest rework update we have ever release.
- Recent changes
- New features
- •Huge changes on how AI moves around and takes cover.*
- •New "Covert Movements" order to make the AI sneak close to the enemies before opening fire.*
- •New system to make soldiers less visible from enemy AIs when they move crouch or they crawl*
- •Max AI count have been increased by a lot*
- •New AI count system to set custom AI count for each faction.*
- •New tickets count system.*
- •Rework on the way AIs follow paths to have better movements and less issues.
- •Rework on AI aim system to make them turn, aim and fire more realistically.*
- •Various other changes in AIs.
- •Increased squad sizes.
- •New BF-109 Interiors.
- •New TPS animations for revolver reload.
- •New TPS medical animations.
- •Other new TPS animations.
- •It's now possible to see squad member positions from within the mini-map.
- •Reworked Carcano Cavalry model.
- •Changes on the way AI planes execute ground units targeting.
- •Added new smoke grenades for British and Japan.
- •Completly reworked US Marine vests and headgears.
- •Added new clothings for Italian SS.
- •Updates in Italian uniforms.
- •Added new props.
- •Added new vanilla squads.
- •Various changes in sounds.
- •Changed the way AI uses Pointe du Hoc ropes (More dynamically, so allies can fight back from the beach before starting climbing).
- Fixes
- •Big changes in various maps.
- •Huge improvements on Multiplayer network stability.
- •Despawn time online now is a fixed value for everyone (stability network reasons).
- •Fixed placement of units inside vehicles getting weird sometimes.
- •Spotted squad marker now doesn't point squad leader anymore, but stays in the middle of a squad.
- •Various fixes in items and uniforms.
- •Changes in screen blood effect.
- •Fixes with giving squad orders from within a vehicle.
- •Fixes with AI not firing from within LCVPs MGs.
- •Improvements with Ai vision.
- •Rebalancing and improvements on most missions.
- •Improvements on FPS uniforms.
- •Improvements on Anzio building textures.
- •Improvements with interactions with injured units.
- •Fixed a bug that was not making Roi-Namur torpedo storage exploding in MP.
- •Fixed a bug where it was not possible to shoot your pistol sometimes after ejecting from planes.
- •Fixed a bug that was not refreshing ammos correctly when entering vehicles in MP.
- •Various improvements in performance.
- •Multiplayer is not region-divided anymore to cause less confusion across players.
- •Several other smaller changes and fixes suggested on the Discord server.
- AI Rework
- Thanks to ongoing AI rework, we've implemented substantial changes and enhancements to the AI system, as detailed in the changelogs.*
- Firstly, with improved CPU performance, we're thrilled to announce a significant increase in the maximum AI count. Now, battles can accommodate up to 140 concurrent units, not including forced AI spawns, which can further elevate this number in custom missions; however, even 140 units in vanilla missions yield significant gameplay changes.
- The revamped AI count operates differently now. Prior to starting a Singleplayer or Multiplayer mission, you can utilize a slider to select the maximum AI count. Naturally, higher AI counts will result in more CPU-intensive gameplay. AI can be scaled proportionally across factions to maintain mission balance and unlock achievements, or customized per faction for a unique experience. The same flexibility applies to ticket counts. This feature was highly requested, and we hope you appreciate this addition.
- Additionally, we've introduced a new "Covert Movement" squad order. This order directs units within your squad to withhold fire until either a "Fire at Will" command is issued or the enemy becomes "aware of the squad's presence" (i.e., enemies open fire toward the squad, a squad member fires, or squads enter a noisy vehicle).
- This system synergizes with spotting system adjustments. In fact now, squads are more difficult to spot by enemy AI if the enemies are "unaware of their presence". Being in a crouched or prone position further decreases the squad's visibility when squad is not spotted already. During a "Covert Movements" order, AI will mimic the squad leader's posture, allowing the leader to determine how stealthy the squad should be before engaging.
- Addressing concerns about AI infantry behavior and targeting, we've made substantial improvements to how AI aims before firing, takes cover, and overall, follows orders and navigates the environment.
- This marks a significant advancement for our AI, but our work isn't complete! We aim to further enhance and expand infantry AI (including the consideration of new systems such as non-combatant medics) and commence work on improving vehicle AI.
- Remember to let us know your suggestions for this rework in the dedicated AI-suggestion channel in our Discord server.
- Tunisia and Second Sino Japanese War
- We have been already announcing that we are working on a free Tunisia campaign, which was selected by polls run with our community, in fact North Afrika campaigns appeared to be the most requested campaign.
- We also recently announced that we are working on a Sino-Japanese war DLC .
- It is too early to determine whether those campaigns will be ready, but they should easily be released both this year, with a bit more priority over Tunisia campaign.
- We have been teasing Tunisia campaign in the trailer we recently launched:
- Xbox and Nintendo Switch updates
- We are now proceeding to get the updates approved by Xbox and Nintendo to bring them on console versions as soon as possible. Console's update will be up to at least the changes mentioned in this very post.
- TPS Animations Rework
- We're continuously enhancing the game by incorporating new and reworked third-person shooter (TPS) animations on basically every update. If you'd like to stay in the loop on our upcoming animation improvements, you can find a detailed list on our Discord server.
- Previously released campaigns
- We can keep developing this game mostly thanks to people that are supporting us getting the base game and the DLCs. As we are doing with Tunisia, last year we developed three campaigns based on polls directed to our community, where Normandy, Battle of the Bulge and early war France Invasion were within the most requested campaigns.