major balancing change: fixed indexing in CRTs (high odds were effectively clamped to 6)
I wonder what this line means. I notice that units can kill up to 5 steps in an attack.
Clarification on new update log
- Tomislav Uzelac
- 2x2 Games
- Posts: 2211
- Joined: Mon Apr 04, 2011 11:24 pm
- Location: Zagreb, Croatia
Re: Clarification on new update log
Yes, this is in the rules, and it worked just fine in UoC1.
At some point though, we introduced an error into the code that has been effectively maximizing the "odds" at 6 (and enemy KIA at 3 or so)
This has now been fixed -- we have tested the game ourselves with this change, and made sure nothing terrible breaks, but more testing will help as always.
Cheers!
At some point though, we introduced an error into the code that has been effectively maximizing the "odds" at 6 (and enemy KIA at 3 or so)
This has now been fixed -- we have tested the game ourselves with this change, and made sure nothing terrible breaks, but more testing will help as always.
Cheers!
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- Major
- Posts: 62
- Joined: Sat Oct 17, 2015 4:35 pm
Re: Clarification on new update log
This!
"remove "unusable" steps and specialists from HQs at the start of a scenario and add them to SHAEF force pool with price 0"
Finally, my HQs won't be filled to the brim until Berlin with Free French forces disbanded in Tunisia
"remove "unusable" steps and specialists from HQs at the start of a scenario and add them to SHAEF force pool with price 0"
Finally, my HQs won't be filled to the brim until Berlin with Free French forces disbanded in Tunisia