Armored Brigade – New versions out

May 27, 2010 · Posted in Armored Brigade · Comment 

t-72_tank Two new versions out this awesome tactical land combat game have been released back-to-back:

==Version 0.682==
– Unit movement is smoother. When a unit is ordered to
stop, it stops right away.
– When "Defence" in the Battle Generator is
"Dug-in+Fortified", the scenario attacker receives less
purchase points than before.
– Artillery and mortar shells are less likely to cause terrain fires
– New tree graphics (Thanks to Käki)

==Version 0.680== 
* Fixed: Anti-air and indirect fire muzzle flashes could not be detected
* Fixed: The distance between muzzle flashes and the observer was calculated incorrectly
* Fixed: Some muzzle flash graphics were missing
* Fixed: The pre-game menus use now non-transparent buttons and logo, this should fix the
graphics issues on some graphic cards.
- The AI opponent can use mortars to fire illumination at night
- Casualties have a much higher effect on the victory points. This way the battles should be
less "fight till death" type, because high casualties end the battle earlier
- Command delays are halved when using formations (Including for mortar fire mission, nearby
HQ units reduce the mortar adjust delay as before)
- Maps have small patches of water and more streams/rivers
- Urban areas have less buildings, so vehicles and the AI should not get stuck that often
- If the scenario defender loses an objective, and then reoccupies it, he will receive only
half of the victory points from that objective, and the attacker receives the other
half (The objective turns orange)
- Aircraft treat all ground targets as "unknown", and thus won't always attack the most
valuable detected enemy unit
- If an artillery target is out of the normal TRP radius, but closer than 2x the normal
radius, the delay is slightly shorter. In previous version the same effect could be achieved
by setting the fire mission within a TRP radius, and then adjusting it further away from the TRP
- Rescaled all MT-LB images and the PT-76 turret images. Modified the water and jungle
tree graphics.

Get the new versions here.

Armored Brigade: New version available

February 12, 2010 · Posted in Armored Brigade · Comment 


A new version of this very impressive tactical land combat wargame has been released.

This is the changelog as posted by the developer:

* Fixed: The player could move units/formations while setting TRPs
* Fixed: Button fonts were using wrong color
* Fixed: Slow moving missiles could self-destruct if the target changed speed rapidly

New units (Summer/winter/desert camo included for most of the new vehicles):
– USSR: PT-76B, T-54B, T-55A, T-62, T-64B, ZSU-57-2, BMP-1, BMD-1, BMD-2, BTR-70, MT-LB, Airborne Inf Squad, AT-3c ATGM Team, Su-17, MiG-21bis, MiG-27M
– Finland: PT-76, MT-LB
– FRG: Roland SAM
– USA: F-4C Phantom II

Game mechanics:
– Muzzle flashes can be detected outside of the normal detection range of the unit. The symbol is shown within 250m radius from the firer. The spotting capability of the observer at the given moment, the Signature value of the firing weapon and time of day (darker=better) affect the final probability
– Thermal imaging systems: All undamaged vehicles, which have a weapon with Night Vision value greater than or equal to 2000m, have a 50% better spotting capability and 10% increased cost value
– Bad weather ("Visibility") reduces the Night Vision ranges
– Visibility ranges adjusted
– Weak point hits reduce the armor protection randomly between 0-80%, instead of a constant 80%
– Smoke/Dust produced by smoke generators and vehicle movement increases the obscurants value in the adjacent grid squares. This solves the issue with "holes" in the smoke, when the vehicle is moving diagonally
– Aircraft can crash to grounds objects like trees, buildings etc.
– Vehicles WITH 2-plane stabilization have a slighly reduced spotting capability when moving

– The map generator produces more roads/villages and much larger towns
– Buildings have three different heights now: 5m (1×1 buildings), 12m (1×2 and 2×1 buildings) and 25m (2×2 buildings)

– 20-35mm ammo penetration revised. Most of the values are increased at longer ranges, including aircraft based weapons
– All aircraft mounted cannons can be used to engage other aircraft
– MANPADs have a shorter reaction time

– Friendly infantry and gun units, which are not dug-in but located in terrain which allowes them to hide from the enemy (until the unit moves, fires or is overrun), have a yellow outline on the NATO symbol. The unit state displays usually "Hiding"
– Ground visibility is shown in the Battle Generator
– Ctrl+"S" adjusts the fast time compression between min-medium-max
– Tracer sprites use the same scale as unit sprites: if the unit scale is increased by pressing shift+"B", the tracers can be seen even if zoomed out
– Some adjustments and more colors in the AAR screen
– GUI button highlighting enabled
– Individual units do not "collide" with buildings when the player is moving them in the setup phase
– Fire mission "tubes" and "volleys" +/- buttons are less sensitive

Download the new version here.