Regiments DLC Dev Update - New Features

Regiments

Regiments is a Real-Time Tactics game set in Germany 1989. The Cold War has gone hot, and the inferno is raging. Lead your Regiment through the fires of conflict and the fog of war. Break through the lines, call in artillery, maneuver, feign retreats, stage defenses, counter-attack. Do not relent.

Hi, everyone! After the last two major patches for the main game, 1.0.99 and 1.1.05 , it's time to get back to the DLC business. [h2]Wings of Change Release Window[/h2] First of all, we finally have an approximate release date for the "Winds of Change" DLC: the third quarter of 2024. This means sometime between July and September - hopefully sooner rather than later. The exact date will be announced as we get closer. [url={STEAM_CLAN_IMAGE}/37988494/b5f4ae806c87e916b0c477783a7c4fecb45a0a40.jpg] [img]{STEAM_CLAN_IMAGE}/37988494/b5f4ae806c87e916b0c477783a7c4fecb45a0a40.jpg[/img][/url] [i]Czechoslovak BPzV Svatava - a domestic analogue of the BRM-1K - is conducting reconnaissance.[/i] [h2]Air Assault[/h2] Air Assault and dismounted infantry mechanics are mostly finalized. You may have heard how it works already, but I think it's worth recapping: An Air Assault platoon is essentially two platoons under one button. Call in transport helicopters, maneuver them into a desired position, and order them to unload - hopefully, far enough away from enemy anti-air weapons. The unloaded platoon is then free to operate as normal, while the helicopters will automatically retreat off-map, trying to avoid known anti-aircraft positions. Retreat or loss of the dismounted platoon will trigger the usual re-deployment delay, after which the platoon can be re-inserted by helicopter. [url={STEAM_CLAN_IMAGE}/37988494/847fff298dfa183c9257ed589ee168beda1a5bb6.png] [img]{STEAM_CLAN_IMAGE}/37988494/847fff298dfa183c9257ed589ee168beda1a5bb6.png[/img][/url] [i]Canadian CH-135 - a very close relative of the famous UH-1 Huey[/i] Air assault infantry have a much higher stealth rating, can dig in faster, and can't be targeted by anti-tank weapons. All of this makes them particularly strong in their element, with the added advantage of arriving rapidly right where they are most needed. On the other hand, getting caught out in the open can be much more dangerous - there's no way to mount to the safety of armored carriers. [url={STEAM_CLAN_IMAGE}/37988494/52040a378de623f30b639a18495f1f58e9c4140d.png] [img]{STEAM_CLAN_IMAGE}/37988494/52040a378de623f30b639a18495f1f58e9c4140d.png[/img][/url] [i]Troopers of the East German air assault regiment, LStR-40, charge ahead, supported by an Mi-24D[/i] There's also going to be at least one non-infantry heliborne platoon: West German CH-53G with Wiesel AWCs on board. [h2]Combat Air Patrol[/h2] Combat Air Patrol is a new Tactical Aid option. Several aircraft armed with short-range anti-air missiles will keep watch over a designed area for a period of time. They will stay off-map until the moment they detect aerial threats in the patrol zone. After that, fighters will descend and engage enemy air units in several passes - until they run out of missiles or get mauled by anti-air defences. An alternative to existing anti-air defenses, CAP is quick to deploy anywhere across the map and allows player to save points for combat platoons. But as always, if you're looking for a solid air defense umbrella, it's crucial to echelon multiple air defense systems, as the single one never guarantees intercepts. [url={STEAM_CLAN_IMAGE}/37988494/3004329cb9d22233b36a48701366bf3605aa75ec.jpg] [img]{STEAM_CLAN_IMAGE}/37988494/3004329cb9d22233b36a48701366bf3605aa75ec.jpg[/img][/url] [i]F-4 Phantom swoops down from above: bad day for Soviet Front Aviation[/i] [h2]Towed Equipment[/h2] DLC also introduces the first type of towed equipment - mortars. Several armies didn't use self-propelled mortars at all: The French had developed a few such vehicles (such as the VPM-81), but they weren't accepted or were intended for export only. The Netherlands had self-propelled mortars in reconnaissance battalions, but otherwise relied on towed versions. [url={STEAM_CLAN_IMAGE}/37988494/fa9ba9479e15bb82a23e5aba2915b2154690bca2.jpg] [img]{STEAM_CLAN_IMAGE}/37988494/fa9ba9479e15bb82a23e5aba2915b2154690bca2.jpg[/img][/url] [i]Dutch YPR-765 carrier towing an MO-120-RT mortar[/i] This will also allow to replace the ahistorical self-propelled MTLB-based model, currently used as a stopgap by the Warsaw Pact nations, with the correct towed 2B11 "Sani". [url={STEAM_CLAN_IMAGE}/37988494/87d97b971255173f0558d1ac67a7ce8c9c9b0373.png] [img]{STEAM_CLAN_IMAGE}/37988494/87d97b971255173f0558d1ac67a7ce8c9c9b0373.png[/img][/url] [i]French mortar battery firing for effect[/i] [h2]Radar Vehicles[/h2] One of the new additions that comes with Czechoslovak army is the 2K12 Kub SAM system. Unlike the other anti-air vehicles in the game, Kub transporter erector launcher doesn't have its own targeting system and relies entirely on the guidance from a dedicated 1S91 radar vehicle. [url={STEAM_CLAN_IMAGE}/37988494/ac32f6e1b4f911e42b5bfdc1d0d056d76a5fb8ba.png] [img]{STEAM_CLAN_IMAGE}/37988494/ac32f6e1b4f911e42b5bfdc1d0d056d76a5fb8ba.png[/img][/url] [i]Guided by 1S91 radar, CSLA Kub launchers engage NATO strike aircraft[/i] Which posed a bit of a problem, as mixed-unit platoons remain technically impossible. Fortunately, we've found a way to get around this and represent a 2K12 battery authentically by making it a special kind of "company". One platoon consists of several Kub launchers, and the other platoon, following closely behind, consists of the radar guidance vehicle. Battery is functional as long as both are alive. For now, it'll be an experimental addition, don't expect a full-scale electronics warfare simulation yet :) [h2]Ammo System Update[/h2] The highly visible missiles of the Kub complex also highlighted a long-standing issue: even when units ran out of ammo, the missile models remained in place. To make the change possible, the abstract platoon-level ammo pool was split into per-unit ammo pools. It's primarily a code change: with a certain amount of cross-loading, the player still doesn't have to get into the micro to check each unit's ammo level. And with separate pools, it is now possible to have a 1-to-1 relation between ammo available and the armament models displayed on the unit. [url={STEAM_CLAN_IMAGE}/37988494/f2112784b957af5da98addfa236434e0f672b06d.png] [img]{STEAM_CLAN_IMAGE}/37988494/f2112784b957af5da98addfa236434e0f672b06d.png[/img][/url] [i]US AH-64, carrying just half of standard 8 Hellfires, overflies a rebel BMP-1 with its ATGMs entirely spent[/i] After that, it was only natural to add secondary ammo system. This was most useful for helicopters, which usually carry a combination of rockets and anti-tank guided missiles. Both weapon systems are distinct enough and both have limited ammo capacity, so linking them to a single ammo pool always felt a bit wrong. The same was done for tank gun-launched ATGMs and may be applied to a few more systems, where appropriate. [h2]Vehicle Slogans[/h2] Something you may have already seen on the barrels of M1A1s since the last patch - certain vehicles will now have randomized stenciled slogans. This takes the existing dynamic vehicle decal system a step further and adds more individuality to the vehicles. [url={STEAM_CLAN_IMAGE}/37988494/f746ae462c3dcd18e9704f379d5b33d61817af71.png] [img]{STEAM_CLAN_IMAGE}/37988494/f746ae462c3dcd18e9704f379d5b33d61817af71.png[/img][/url] [i]French AMX-10Ps provide suppressing fire as the mechanized platoon advances across the field[/i] Similarly, Canadian vehicles will have an authentic tactical numbering system: vehicles within the same platoon will be identified by letters, with numbers used for company/battalion position. [url={STEAM_CLAN_IMAGE}/37988494/ec048b2d2cad4c0d7f9fadfe14b9e592a81e3727.jpg] [img]{STEAM_CLAN_IMAGE}/37988494/ec048b2d2cad4c0d7f9fadfe14b9e592a81e3727.jpg[/img][/url] [i]Canadian M113s on the move - vehicles show letters from A to D, while platoon leader comes with purely numerical designation[/i] That's all for now! Expect next devlog to dive into the procedural operations details. And if you haven't seen the DLC Teaser yet, check it out here: [previewyoutube=-HikH7YXHFU;full][/previewyoutube]