Update 1.0.98

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.

As usual, there are still ocassional issues with how Steam updates the game. If you consistently crash on a specific Operation, map or unit after the update - try re-verifying the files: right-click on the Regiments in your Steam library -> Properties -> Local Files -> Verify integrity of the game files - Added a new DDR Task Force "Kerze" with a company of BMP-1s: it bumps East German KdA Regiment to the correct amount of TFs and also replaces one of the overused Task Forces in MSR 9 - Added US M113-TOW Self-Propelled ATGM (currently uses Canadian extra equipment, will be adjusted later) - Added AIFV-Milan (it was in Regipedia, but wasn't present anywhere). According to the research, it seems to have been used in a light tank-destroyer role, so that's the way it is represented - AIFV-Milan replaced platoons in TFs "Leer" and "Pistool" - Revised US 4-4th ID: removed M577 & Rally TA, downgraded ITV to M113-TOW, M3A2 to M3 - this brings it more in line with the amount of deployment points and capabilities other Regiments can deploy at the start - Revised Belgian 17th Panzer: removed Recce+Milan platoon on Spartan. Same reasoning as above - Standartized the naming of platoons with dedicated MANPADS - West German taskforces "Antwort" and "Sonne" received a new TacAid - an F-4 airstrike with 4xCluster bombs - FV102 set to use Thermals (which should've arrived by 1989), FV438 downgraded to Basic night vision - Heavy machine guns (12.7mm and above) received increased damage and range, medium machine guns (7.62mm) received 1 AP; low-AP penetration tables were revised so that lightly armored units don't take an eternity to destroy with machinegun fire - Assault engineer squads were reduced to 6 soldiers per squad and standartized to use "worse" LAWs where applicable, so they aren't a solution to every problem - LAW stats were revised to be slightly more in-line with reality: generally minor, with the exception of Carl Gustav going from 22 to 19 AP - Slightly buffed cluster bomb damage; reduced 2xBomb TA price to 30 pts - US HMMWV and M109A3 models now feature randomized clutter - West German vehicle models received authentic decals with the identification plates and weight class indicators. It is an exploratory feature to check the workflow - there's no certainty if all nations will receive something like that - Fixed inconsistencies with AIFV-B series scale - Regipedia unit list made more readable - Post-battle screen will now display map or stage name. In Skirmish, it will also display the player's Regiment name - Company label now lists the total amount of soldiers in company, not just the leader platoon (status panel can still be used to check per-platoon counts) - Last stage of the first Operation can now end early properly if you capture all the VP objectives - Fixed a bug that limited the rate of fire in big platoons - Fixed a bug that prevented mechanized infantry platoons from closing to LAW range under Attack or Attack Move command - Fixed AI not dismounting MANPADS platoons until very close to target - Minor tweaks to the projectile hit effects - Fixed cases where AI wasn't using some specific Air and Artillery Strike TacAids - Credits button has been moved to the left bottom corner of the menu