We use cookies to help give you the best possible experience on our site. Strictly necessary and functional cookies support login and shopping cart features, they cannot be disabled. Performance cookies support site performance analysis. These are optional and will be disabled if you click on Reject.
By clicking Accept you agree to our use of Performance cookies as detailed in our Privacy Policy.
Accept Reject
We're excited to announce the release of a new update. This update brings you a new scenario, along with improvements to the AI. We've also made updates to various maps and scenarios.
You can download the update here.
"Patton's Drive to Prum" scenario
DC:AO 1.07.01 Official Changelog:
- New February '45 Scenario added “Patton’s Drive To Prum”
- Fix png BIG icons for 13th and 19th US Corps
- Map update for Wacht, Plan, Werbomont, St.Vith: added locations: Amel, Mirfeld, Medell, Hunningen, Emmels, Breitfeld, Petit-Thier, fix position Ville.duBois
- Fix 277.VG Division 989.VG Regiment (wrong 289.)
- Updated American Officers library (added Gen. Blakeley and Rooks)
- Updated German Officers Library (added Gen. Kühn and Botsch)
- AI attacks a bit more prudently
- AI sees more interest on picking on (really) low morale enemy units
- AI better sees the value of its really strong equipment as for example Tiger Tanks
- AI made quite some reduction in its tendency to do excessive shuffling (but still some work remaining)
- AI tries to not overdoing the number of units joining in an attack and just freeing other units up for other tasks
- AI is more aware of the possibility to get cut-off and we should see less AI units putting their head to far down a noose
- Started work on a very big AI improvement (very promising results), but this is really complicated stuff and will take (at least) the remainder of the year 2024 to finish and roll out.
- Scenarios VP count in Victory Message upon actual Victory are fixed (but does require new scenario start with v1.07)
- Improved the VP bar mouse-over for Draw games
- Fixed a glitch where during the AI turn several human-controlled Units were put to March Mode
- Added some fallback code for a graphics rendering bug with the Prefs Tab in very low resolutions
- Fixed Combat Setup Window to include ranged units up to 32 hexes away (instead of 16)
- Added extra safety code around the Combat Setup Window to avoid crashes with the combat odds calculations in clicking to fast. I think this should do the trick, it was hard to replicate.
- Fixed bad combat odds preview for werfer
- Some smaller scenario fixes
"St Vith Map Update"