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It’s now been over 20 years since the release of People’s Tactics. The formula hasn't changed much: a wargame mixed with procedural empire building. In 2007, People’s Tactics received an upgrade with the release of Advanced Tactics, which in turn was upgraded in 2011 with Advanced Tactics Gold.
Advanced Tactics Gold saw many years of active development throughout its lifecycle, though development had slowed considerably over the last 4-5 years—until two years ago. Thanks to Erich Ormand, ATG received a significant refresh, resulting in this final release of Advanced Tactics Gold.
A huge thanks to Erich, as well as to all the players who have supported Advanced Tactics over the past two decades. Special appreciation also goes out to all the testers, modders, and streamers who have contributed greatly.
Thank you all for your part in making ATG possible! There aren't many games with such a lengthy lifespan, and our collective effort has established ATG as a legacy classic.
Bringing major improvements, optimizations, and important bug fixes to enhance your gameplay experience:
Download the update here
Bug Fixes and Stability Improvements
Game Changes and Features
Check out the full changelog below to ensure you don’t miss a thing:
V2.40.106 - April 16, 2025
Game Bug Fixes
1. Fixed CTD in the Model Designer (TOE editor) occurring when deleting the last subformation in the TOE and then clicking delete again.
2. Fixed cosmetic issues with movement path when moving to hex (0,0) through hex (0,1) and when the path extended to the edge of the map and would not clear when the mouse moved off the map.
3. Changed movement path algorithm for an extremely rare case where the path is “confused” and cannot find the hex path on the map and gets stuck in an infinite loop. The loop is terminated, and the path is not active until another unit is selected.
4. Fixed CTD when pressing the “Unit Analysis Statistics” button (ANL) when the unit is not attached to an HQ.
5. Fixed CTD during AI turn when the AI removes a unit with no AIplan assigned to it.
6. Fixed bugs in TOE autotransfer related to autostaffing
7. On the Random Game screen made the “Climate Settings” button actually inactive when “No Climate” is selected. It just looked inactive.
8. Fixed problem occurring when clicking on the “Go To This Unit” button in the OOB panel would not focus on the selected unit in zoomed mode.
9. Fixed problem centering on the selected hex for looping maps when clicking in the info box.
10. Fixed bug calculating the movement speed of units with subformations that transport other subformations capable of transporting subformations
11. Fixed bug where air units in older games were not allocated to air combat.
12. Fixed bugs associated with setting ID number to data elements in the editor. Added a warning if IDs for data elements conflict.
13. Fixed bug for when playing Action Cards that use messagebox or inputbox that would erase any messages occurring in the event called by the card.
14. Fixed bug when putting a unit on the map in the editor and setting the regime to -1, which would cause a CTD
15. Disabled the “Other Counter” setting for a TOE when exporting or importing a set of TOEs from a file.
16. Fixed bug in TOE autoreinforce routines leading to subscript out of range while checking for subformation types that are available for the reinforcement type in the TOE
17. Fixed a potential divide by zero error as the AI analyzes areas needing troops by comparing what it might have in the area.
18. Fixed graphics issues when setting a unit’s HQ when selecting the HQ using the list feature
19. Fixed graphics issues when selecting air units to conduct an airstrike or bombing mission on a hex via the list feature. Added ability to select multiple units from the listbox.
20. Fixed bug with the “No Resources” option for random games where fuel usage was still being charged for strategic transfers.
21. Fixed some text typos.
Editor Bug Fixes
1. Fixed a bug in the Exec function that removes a subformation type from units in a hex. It removed all units instead.
2. Changed ExecDisableVariant to be able to disable based on a selected variant or to disable completely.
3. Fixed issue in the editor where a picture from an SFType used for an Item was not removed from the item if the SFType was deleted.
4. Fixed bug in Exec function setting the graphics for an SFType’s extra graphics also set that graphic for the SFType’s main graphics
5. Added Check and Exec routines to better manipulate the extra graphics for an SFType.
6. Fixed description for new execs, ExecSFTypeExtraGraphicsCode and ExecSFTypeExtraGraphicsName.
7. Fixed issues in the editor displaying the correct stringlist for a regime’s officerpool stringlist.
8. Fixed bug in CheckSFTypeStat not returning InterceptAntiSupplyRangeIsAP. Also, added CVOperations data to routine.
Game Changes and Features
1. Modified the editobj.txt file so that the option “High Gfx Speed” is on by default. This also resets other options to default. “High Gfx Speed” generally improves performance for large maps and larger screens.
2. Changed the random game option “Stone Age” to be available only when selecting the “1 Town Start” option. This is because the initial garrison units conflict with “Stone Age” as some subformations are included with techs not yet available with Stone Age. On the other hand, “1 Town Start” begins the game with just the Super HQ.
3. Added check in the TOE Model designer to check if TOE counter graphic has an index that is larger than the number of available counter graphics. Generally, this can only affect a game/scenario where TOEs are improperly imported and there is no way to correct it. If it occurs, the user is warned and the graphic is not drawn in the TOE editor.
4. Redesigned the in-game Preferences window to have sections and added “Hide Realtime AI” as an in game preference.
5. Added Exec and Check functions in the editor to change the Extra graphics for SFTypes
6. Modified ExecMutateSFType functions, which were removing empty units after performing SFType mutations. This feature could interfere with the TOE autoreinforce feature. Now, empty units are removed only if they do not have a TOE assigned to them and are not a headquarters unit.
7. Added Check function to return STFType number for an Item.