Hello fellow tacticians! Here we are with a new patch!
[h3]Rules change:[/h3]
[list]
[*] Any form of possessing, dropping, assembling, disassembling, limbering, or unlimbering in the Fire Phase is no longer possible. (suggested by player )
[*] TNT can only be placed in an adjacent hex where the placing infantry can theoretically move, for example not across a cliff hex-side. TNT can no longer be thrown out of the window. TNT vs Vehicle is still not implemented. Throwing TNT is not implemented.
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[h3]Additions to the game:[/h3]
[list]
[*] AI can now use TNT
[*] Improved AI target selection. AI will prefer adjacent targets. AI will now prefer unprotected infantry over tanks with open hatches.
[*] 'Stealthy' impacts the ambush event. Heroes and ANZAC are stealthy
[*] Leader creation can happen when fighting against a Vehicle in the Melee Phase
[*] The chance of creating a better Leader is raised when fighting against an AFV, and also when having very low chances in Melee.
[*] In an ambush, the ambushed unit loses its concealment so the close combat vs this concealed unit has more chances for a kill.
[*] Heros or Leaders generated by fanatic units are also fanatic
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[h3]Other Additions:[/h3]
[list]
[*] The background scenes in the main menu are now 3d, partially animated. this will be improved in the future
[*] On loading the game the loading progress at the start is now removed. No more than 90% on a grey background. (suggested by player)
[*] All 240 Gun Barrels will recoil (to see this there is a new button in the garage)
[*] Adding a tank commander to the Tiger in the scenario 'Tiger 131 '
[*] Adding some TNT to the scenario 'Last Stand at the Grain Elevator'
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[img]{STEAM_CLAN_IMAGE}/37041279/7f9e268cdb209e43e91de5e673de90fd229108c3.png[/img]
[h3]Fixes[/h3]
[list]
[*] A leader with disrupted infantry in the same hex will not rout (suggested by player)
[*] Leader behavior when the Leader is disrupted
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