The Hand of Merlin - MarkoP
This post was written by Will, our VFX artist.

Hi everyone.

In The Hand of Merlin there are a great number of status effects, (over 200 in fact) which grant the player various different boons and banes that players will have to manage to effectively beat the evil monstrosities they are presented with. The task of visually representing these needed to be broken down so that players could quickly and effectively see what type of status currently affects the units on the skirmish map.

The gameplay implications needed to be represented were decided as follows;


Status effect VFX categories

Buffs:
  1. Increased damage dealt
  2. Reduced damage taken
  3. Increased speed, evasion, accuracy or AP gain
  4. Healing over time
Debuffs:
  1. Reduced damage dealt
  2. Increased damage taken
  3. Decreased speed, evasion, accuracy or AP gain
  4. Damage over time (burning / poisoned / bleeding)
  5. Immobilized (unable to move)
  6. Incapacitated (unable to take any action, stunned)
So I designed some quick concept sketches which the team helped me to refine. Then it was time to test and check them in the engine.













This is how they all look overlapping and while there's a lot going on it's much more readable than it was.


We here at Room-C hope this will make the game easier to play and make it more obvious that a status effect is affecting a unit and indicate its type.
You can share your opinions with us on our Discord server!

Will
Nightclub Manager: Violet Vibe - Argetaie
Hello, Managers!

Did you like the inside look into the development we’ve shown you a few days ago? You could see there that the work on the game is steadily progressing and so we want to show you some of the results so far!

We have a new batch of cool screenshots showing the club in full swing, with bartenders manning the bar, dancers entertaining the crowd and a line of patrons waiting to be admitted inside. We’re very happy with how it looks so far!

Take a look at these beauties:











Stay tuned for the next episode of the dev diary and wishlist the game! See ya soon.

The Crew™ 2 - Ubi-MrDrPink


Gearheads,

Adrenaline is running high this week in Motornation as the crowd cheers on its favourite stuntmen. Let’s go over the safety checks and get prepared for what’s happening this week in The Crew 2.

LIVE SUMMIT – STUNTSHOW (MAY 4 – 11)

It’s time to shine! This week’s challenges will have you performing stunts like never before. Prove your versatility and wow the crowd to ensure your victory. Here is what’s up for grabs during this week’s LIVE Summit.

PLATINUM: ETHEREAL ORANGE SMOKE
GOLD: LEGENDARY MT PERF PARTS (NITRO CHEMIST, PURE & GRACEFUL)
SILVER: VISUAL PARTS SET: CHEVROLET CAMARO RS RALLY CROSS EDITION
BRONZE: 150K FOLLOWERS

You can find all the details on The Crew Hub

LIVE SUMMIT BUNDLE
Make sure you’ve got all the specialized stunt vehicles you need for this week’s LIVE Summit. The Far & Beyond stores just happen to have what you need. Check out their latest LIVE Summit bundle!

Chevrolet CAMARO RS Rally Cross Edition (1969) – Rally Raid
Proto Rocket (2021) – Jet Sprint
Dodge CHARGER R/T HEMI® (1969) – Demolition Derby

NEW STORY - HOLLYWOOD STUNTMAN
The road to Hollywood and success can be long and tiresome, but if you drive the good drive, who dares wins!



VEHICLES & VANITY BUNDLE
The Far & Beyond store has a fresh Vehicle & Vanity bundle in stock. Until May 10th you can add the Leap bundle to your collection.

Ford Shelby GT500 (2013) – Leap Bundle


  • Ford Shelby GT500 (2013) – Street Race
  • White Prismatic Nitro
  • Prismatic White Underglow
  • White Tire
BASIC BUNDLE
Street Xpert

  • Chevrolet Corvette C8 Stingray (2020) – Street Race
  • McLaren 12C (2013) – Drift
  • BMW M8 Competition Coupe (2019) – Street Race
COMMUNITY ROUNDUP

Photo by 100% not Colton, no way nuh uh. (Discord)


Photo by u/aaron_entz (Reddit)


Photo by Billywind33 (The Crew Hub)
May 4, 2022
Marimo -VS- I.A.S - MK
-Fix minor bugs
May 4, 2022
TRACHI - AUTONOMY - Nory
Hey party peeps, friends - and potential future roommates!

As you've probably noticed, the beta branch has been updated.
So let's take a quick look at some of the things that changed.

Black & White

The build includes a whole bunch of bugfixes, qol improvements and - most importantly - revised credits scenes for Act 1-3.

I'm slowly crawling my way through all the scenes from start and finish, so expect most of the current changes in the earlier half of the game. Which is kinda fitting, since we're a bit more than halfway there.

In other words, we've got about 48 days until June 20th.
Until then, I'll primarily focus on Act 2 & 3, while trying to hunt the last few bugs remaining.
So if there's anything you noticed, both in terms of gameplay and performance, please do feel free to let me know.

As for everything else: I kinda forget what I've already announced, lol. So please don't be too hard on me if I repeat myself.

In any case, I think I might as well just drop it here.

Loose Ends

That's right, ladies and gentlemen
We're in for some DLC.

Releasing on August 28th 2022, InvAsion will serve as wrap-up for AUTONOMY, with a dedicated focus on clearing up a lot of questions in regards to what the fuck happened before, during and after operation arteria. For that matter, it'll fully forego the exploration parts and instead present you the story as is. Think of it more like a play than interactive fiction.


And of course, you'll get to see some of your favourite characters again.

The idea is to fill in a bunch of the blanks and touch upon the deeper intricacies that dominate both the narrative of AUTONOMY and TRACHI as a whole. In that sense, it's both the conclusion to AUTONOMY, but also the bridge to what comes afterwards.

I'll give you more details - especially in terms of technical features - shortly after the release of AUTONOMY's last build on June 20th. From that point onwards, I'll fully focus on InvAsion and its aftermath.

Although some things never change...
Nothing will ever be the same again
.

So before I rant on, let me thank you once again for giving this game a chance. I appreciate it tremendously and regard it as one of the biggest reasons to keep pushing TRACHI beyond what it already is.

If there is ever anything you'd like to share with me or want to become involved in the project, please feel free to drop me a DM either here or through Discord.

Anyways, I hope you have a great time.
See you on June 20th, at the latest.

Much love
nory
May 4, 2022
Demonlore - Barrel Smash Studios
Enemies in Riftbound use an armor system that allows enemies to have pieces of armor equipped that can be broken off as they take damage.

Armor is represented on the health bar (in yellow), and visually on the enemy models. As you damage and wear down the armor, pieces of armor break off. This fun to see in battle, and helps you identify just how big a threat the enemy is and what you need to focus on.



Standard enemies typically have 3 pieces of armor (braces, pauldrons and helmet), but this can vary between enemies. Stronger enemies also carry a shield.

Boss Battles
During our Boss Battles we make use of the same system, allowing you to determine visually how much damage has been done as the boss enters new attack phases.


In some battles you may face more armored enemies, and in other battles you may face large numbers of weak enemies - this will play into how you choose your spells and setup your strategy. Some spells and defender attacks deal bonus armor damage multipliers, and will be a key part of your strategy for dealing with enemy armor.

Pummel is an awesome combo spell that is super effective against armor, so be sure to try it out when facing armored legions.

Stay Up To Date!
Follow and Wishlist us to stay up to date with information about the game, we have more news and details about the game mechanics coming soon.



https://store.steampowered.com/app/1588340/Riftbound/


Looking forward to sharing more information soon!
May 4, 2022
Romans: Age of Caesar - ThatBulgarian
Additions
PLAYER SUGGESTED - Added your system time to the settings menu as well as Server time (UTC)
- Added a report for all members of a City when a Barbarian presence is detected in a controlled Town or Stronghold and therefore the location is at risk of being reclaimed
- Added visual indicator to locations on the Empire Map that currently have a barbarian army present within that's reclaiming the location
- Added the option to play cards in succession or to play a single card
PLAYER SUGGESTED - Added a grid texture to the floor when in Fort Designing for improved accuracy
- Added a slew of additional tooltips to Combat and the Tribute Hall
- Added a panel in the Glory screen that displays the victors of the previous Glory Round
- Added additional feedback when successfully purchasing Trajans

Changes
- Removed some of the weaker City Center donation cards (those that offer < 50%) and removed cards that pertain to City Center buildings that are not currently open for play from appearing in Card Packs or being purchased with Card Points
- Occupy City Attack option can now only be used to Relocate a suburb to a new slot. Previously could only be used to Found a new suburb slot
- Stone Circles in Barbarian Towns can now activate and will gain a chance to do so when the location is cleared. Legion presence in the location can negate reactivation
- Redesign to the Tribute Hall. Dramatically simplified the process and UI to make it easier to interact with and to accrue rare resources from
PLAYER SUGGESTED - Minor visual redesign of the Storefront based on player feedback

Fixes
PLAYER REPORTED - Sabotage should now correctly display improvements gained through later research on the Research Panel
PLAYER REPORTED - Imperial Points displayed as rewards from successful Imperial Point raids should now visually match what the attacking player receives
- Resolved Error 850 being triggered when collecting lots of resources in your Suburbs
- Improved the description of Error 314 that's displayed when upgrading a House raises its footprint to such a degree that it no longer fits in its previous location
- Research could complete mid-battle causing inconsistencies between the server and the client resulting in incorrect reports or outcomes (visually), this is now resolved and these instances should dramatically lessen
- Houses that enlarge their footprint could delete mandatory suburb roads, breaking player suburbs. When a house footprint is raised through an upgrade, it's now no longer possible to place it over mandatory suburb roads
- Resolved an issue that could cause sever instability at the change of the Current Political Cause God in the Senate
- General improvement of Quest text for grammar, clarity and typos
PLAYER REPORTED - Fixed an issue that was causing Tavernas to display for a number of buildings in Suburbs and Towns info panels
- General fixes, additions and improvements to German localisation
PLAYER REPORTED - Resolved a crash that could occur when sending a message to the City Praefectus from a Wharves panel
- Fixed an issue that was showing the incorrect prize for Quests in the minimized list
May 4, 2022
Line War - Imphenzia


Welcome to this first FAQ post that will focus on questions about the release of the game.

When will Line War be released?
5 May 2022 at 09:00 AM PDT / 18:00 CEST / 16:00 GMT

How much will Line War cost?
The initial release price is $19.99 with a 25% discount during the first week. Regional pricing may result in slight price differences around the world. As we continue to develop Line War and add more features and content, the price will likely increase for new customers.

Is there a roadmap for Line War?
Yes, the roadmap is published on the official Line War website.

Does Line War have single-player modes?
There is an offline sandbox where you can toggle between two players and do a lot of testing and playing around to see how the command system works, how the units behave, and improve their skills. There are, however, no other forms of campaigns or AI skirmishes at this point. This may be the most common question we get and we understand the desire for single-player modes. Here is why any form of single-player modes have not yet been implemented:
  • Line War is primarily designed to be a competitive multiplayer game - we jokingly often refer to the experience as being similar to a board game or a tennis match which is best enjoyed with someone to play against :)
  • We are still adding features, such as technologies, to the game and we want to ensure that the game requires a minimal amount of changes before we add AI logic that can mimic the playing style of humans or story-driven campaigns.
  • We do not want to implement a mediocre single-player mode that would disappoint players - we plan to implement it when the time is right and we can invest the necessary time and resources to do it properly.
  • The current price point reflects that Line War has no other forms of single-player modes except the sandbox. When we implement the campaigns or other forms of single-player experiences, the price for new players will likely be raised as a consequence.
Can you play more than two players or team games?
Not yet. Due to popular demand in our feedback requests the single most requested feature to add next is team and FFA modes. Check out the Line War roadmap to find out more as we are working to add 2v2, 3v3, and FFA modes.

Do you have plans to add different factions with different buildings, units, or mechanics?
No, we currently have no such plans or ideas. Line War will instead focus on "in-game" customization of your army, primarily through the research of technologies. Technologies would add abilities to your existing units and/or structures so you can leverage different technologies depending on your playing style or circumstances in a match. We do have some thoughts for the future about unit customization both visually in terms of skins, and mechanically through in-game research in addition to the technologies. Nothing has been decided on this front and it would be carefully evaluated and described in the roadmap before implementation.

Why did you release Line War before it was fully finished, and why not Early Access?
We decided to release Line War as a "normal" release (instead of Early Access) because the multiplayer experience has been tested and more than 35000 matches have been played with strong indications that balancing, reliability, and match duration are according to our initial goals. We want to maximize Line War's chances of success by opening the doors to everyone who is looking for a multiplayer RTS and we hope that players can enjoy playing the game against each other as we continue to add features. The current price of Line War reflects that not all intended features have been implemented yet. The price will likely rise in the future as the level of content and features increases.

Can you save and view replays?
Yes, after a match you have the option to download a replay that you can load in an off-line mode at any point. When watching the replay you can toggle between player views, accelerate and decelerate time, and toggle fog-of-war.



Why are there no interactive tutorials in the game?
For the time being, we have decided to implement in-game video tutorials where we can add educational content from beginner to advanced levels. We understand that interactive tutorials are desirable, but being a multiplayer game - the current state of the game does not implement logic to draw up and replay scenarios, validate tutorial criteria, and the necessary UI capabilities to guide a player through an interactive experience. Many of the features that we need for interactive tutorials are shared with that of single-player modes so when most of the technologies and other game-mechanic changes have been implemented we should be able to build up interactive tutorials.

Will the game be available on mobile?
No. The input system and UI would not work on small displays, but iPad or other tablet-sized devices could be considered.

Will the game be released for Mac or Linux
We have the capability to compile the game for both Mac and Linux and we plan to officially add that support at a later stage. No date has been set for this yet.

How do the asymmetrical maps affect game balance?
Each match is started with what's called a "picking phase" where you get to pick the location where you would like to start. Your opponent has the same capability and if you both pick the same territory or a territory nearby, that region is banned and the picking phase continues until there is no conflict. It's an important part of the game to learn and understand good starting locations.

Where is the Line War Leaderboard?
The leaderboard is published on the official Line War website.



Why do I keep disconnecting from the server?
If you are experiencing a lot of "irrecoverable disconnects" that eventually time out, you might be able to recover by resetting your connection whilst leaving the game running.

You do this in Windows by:
  • Disconnecting and reconnecting to the WiFi
  • Disconnecting and reconnecting the network cable
  • Disable/enable the network card in Windows settings
We are working hard to resolve this problem that seems to affect some players with non-fiber connections. Line War is able to recover from the most violent of disturbances on the network, such as shutting down the connection itself and when using network disturbance tools such as "Clumsy" to drop/corrupt/delay packets, and more.

We are taking action and migrating to Unity's new net code stack called "Unity Transport", which will hopefully resolve this issue. Our apologies for any inconvenience in the meantime!
Xenonauts 2 - PaulMode7
Greetings - here is your Xenonauts 2 development update for April…

Bugfixes, Art and Tweaks

This month saw the release of Closed Beta V23 and a series of hotfixes on our Experimental Branch. This has been quite a bit of work since we previously hadn't released a new public build since November, but we are continuing to release hotfixes to fix the bugs found by the community and expect to be able to release it to the standard branches in the next week or two.

There's been a lot of improvements to the gameplay in V23 but many of them have been covered in previous updates. One nice thing we got in relatively recently was the final 3D art assets in place for the enemy Cleaners and male civilians, with the female civilians and some additional armour variants for the aliens due to arrive this month. Given there's multiple civilian outfits for the eight biomes we have in the game, that's a lot of new models - and we're glad it's now done, because getting them all set up has been rather painstaking work!

We've also gone through the research tree and added a few more research entries and some artwork to research projects where it was previously lacking. We've been stuck for a while with the artwork for our alien autopsies / interrogations, as we lost the artist who painted our existing autopsy art due to personal reasons and we'd been hoping he would be able to come back (because he was great) - and while that did not happen, we thankfully have managed to find someone that looks like they are capable of matching his art style. We'll therefore be adding more new research artwork to the game shortly.

Work has also continued on the environments. Recently we started work on the biome that is currently in the worst state, the Xenonaut Base biome. This is seen more frequently now because the Cleaners now attack your base in the opening months, and the Cleaner Headquarters mission also uses the same set of tiles, and it's currently a mish-mash of half-finished assets and different styles we were experimenting with. The new tiles are starting to take shape nicely and hopefully we'll be able to show some of them off in V24.

Among the various bugfixes and usability updates, there's also been various small features added to the game. The autoresolve for the air combat is being upgraded to better reflect what is happening in the air combat, so it doesn't throw out weird results (and if it does you can ignore the result and fight the battle manually). Aircraft weapons now also take time to rearm when the aircraft returns to base, etc.

Power Up

The biggest new feature that we have added this month is something we want to test out for potential inclusion in V24, which is an updated power system for your bases. This will allow you to improve the functioning of a building by feeding it more power - e.g. increase the range on the Radar, the research speed on your Laboratory, etc. As you can unlock better power generation buildings as you advance down the tech tree (as well as more advanced buildings that consume more power) this will hopefully create some interesting choices for the player. However, we just won't know how good the system is until we test it, so we can't make any promises about it being in the final game.

We'll keep you updated on our progress as ever so see you again for the next update!

Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Gary Grigsby's War in the East 2 - hybridspyda
Greetings Everyone!

A new public beta (v1.02.27) is available. You will need to opt into the changes by selecting the beta branch from the games Properties menu, listed as "beta - Open Beta". You can opt out at any time.

Changes since v1.02.25:
New Features and Rule Changes
• Air units with custom loadouts are now set to Auto loadout, during the logistics phase, if the availability date of their loadout has passed.
• Increased the fuel used by aircraft each time they engage in air to air combat, thus reducing their ability to engage large numbers of enemy aircraft in any one mission.
• Editor – Changed the default air doctrine settings that are created when the Init Air Doctrines function is used on the air doctrine screen in the editor.
• Manual Addendum: Fighters, and fighter bombers with a Mission setting of Fighter, display their escort range for radius in their air unit detail screen. Fighter bombers with a Mission setting of Bomber, display their combat range (in this case bombing range) for radius in their air unit detail screen. When the range circles are shown on map using the AOG functionality if the unit consists of fighter bombers one of two circles will be shown. If its Mission setting is Fighter, the purple circle will show the area within which it can escort missions. If the FB’s Mission setting is Bomber then a purple circle will be shown indicating the range over which the plane can fly to strike a ground target. This distance is 4/3 further than the escort range, but is usually then lowered due to having a bomb loadout (this can be checked on the load out tab for the air unit). If an airbase has aircraft but no ground units present in the hex, then left-clicking on the hex will generate one or two range circles depending on the aircraft at the airbase. The green circle is the greatest escort range of any fighters or fighter bombers with Mission set to Fighter that are at the base. The purple circle is the greatest combat range of any air unit at the base. So if the airbase only has level bombers only the purple combat range circle will be shown but for fighters and fighter bombers with their Mission set to Fighter, both the shorter escort and the combat range circles are shown.
• Added Living Manual v1.12.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.27.
Bug Fixes and AI Improvements
• Several bug fixes and adjustments for flak:
o Defending side ground support was not being properly fired at by attacking side flak support units. Fixed.
o Axis flak during June 22 1941 turns was being reduced along with Soviet flak. Fixed.
o Flak and bombing for air units that were diving down to 1000 feet were not being handled correctly for ground support. Fixed.
o The listing of the number of guns being reported in the battle report as contributing flak has been improved to be more accurate re the exact number of guns that contributed flak value against the enemy air mission.
o The current turn column of the losses screen was often showing higher flak losses than were actually occurring. Fixed.
o Other miscellaneous changes/improvements were made as the flak code was reviewed.
• Several fixes were made involving displacement of HQs and support units in the HQs:
o Support units in non-isolated HQs in isolated hexes (units just surrounded during the current player turn) are being destroyed when forced to displace. Fixed.
o HQ units in airhead supply that are forced to displace are being destroyed. Fixed.
o AI – AI support units in HQs that voluntarily displace, while isolated or in airhead supply, are not being destroyed. Fixed.
• Air units, on vary rare occasions, have 255 damaged aircraft. Fixed.
• Units in city forts, and fort type units, are prepping for amphibious invasions, which causes several issues when an invasion is ordered. It was not intended that these units be allowed to prep for invasions. This has been blocked so no further preparation is possible. If you have been prepping any of these kinds of units, we strongly advise you not launch an invasion while those units are still in the hex with the amphibious HQ.
• AI and AI Air Assist – Improved the air AI so it tries not to fly air transport missions in bad weather except to resupply isolated units. Bad weather is heavy rain, snow and blizzard. Other improvements to air transport missions were made, including eliminating missions to hexes more than 25 hexes from supplied enemy units.
Data and Scenario Changes
• Ob.dat file – Removed duplicate AT-rifles in OB slot 272.
• 1941 Campaign(s) changes:
o Adjusted starting air directives, air doctrines and pilot pools. Note: We’ve tried to improve the Axis 22 June 1941 airfield attacks and other air directives, causing as much damage to the Soviet air force while reducing Axis air losses where possible. For players using the AI Air Assist, you’ll want to push the button to activate it on turn 2 (if using auto AI air assist, this will happen automatically). Experienced players are free to delete these air directives (easiest from the Air Directive Summary screen) and create their own. Changes to the starting air doctrines have also been made to generally maximize effectiveness and minimize losses. Players are encouraged to review the standard air doctrines, experiment with changes, and adjust them to suit their air force play style and goals.
o Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
o Changed several Axis Baltic ports to export ports.
o Changed depot priorities of Bucharest and Buzau to 1.
o Changes to land units:
999th Afrika Mot Bde - rename removed, demotorized, set to 65 exp/morale (penal unit)
split into Two Inf Rgts, one Pioneer Bn and two 105mm Howitzer Bns
III/999 Howitzer Bn demotorized, changed to 105mm Howitzers, renames to 645th in 4/45
IV/999 Howitzer Bn removed, became part of Sturm Div Rhodos
41st Fortress Div - arrives 8/43 directly to BA with squads at full strength (except motorcycles, unit comprised of 999th Inf Bns)
all 999th set to rebuild restricted (except III/999th Howitzer Bn)
all 999th start with full-strength squads, just lacking MG and heavier weapons
o New land units:
III+IV/999th Construction Bns added to WE (8/44)
I/999 Fortress Inf Bn added to BA (mid 5/43), mid 2/44 to AR
XIV+XV+XVII/999 Fortress Inf Bn added to BA (10/43), 12/43 to AR
XXIII/999 Fortress Inf Bn added to WE (8/44)
o Air unit changes:
JGr Sued available early 2/42, renaming from new Erg-Stfl/JG 27
II./JG 1 transformed into rename from new Erg-Stfl/JG 3
III./JG 1 transformed into rename from new Erg-Stfl/JG 52
IV./JG 1 transformed into rename from new Erg-Stfl/JG 26
I./JG 4 delayed to mid 12/42, transformed into rename from new Erg-Stfl/JG 77 via Oelschutzstaffel/JG 77, change to Bf 109G-2
Stab/JG 6 rename source changed to delayed Stab/ZG 26
I./JG 6 rename source changed to V./KG 40, delayed to 10/44
II./JG 6 rename source changed to 5./BoFlGr 196
II./JG 7 becomes IV./JG 301 in late 11/44
10.(Jabo)/JG 26 disbands in early 10/43, after rename to Jabo/JG 54 it renames back to Jabo/JG 26 in 6/43
IV./JG 26 transformed into rename from second incarnation of II./ZG 76
IV./JG 54 rename to II./JG7 added for 2/45
I./JG 76 changed rename source unit to new Aufklar-Stfl XI Flgkorps
1.(Z)/JG 77 rename chain updated: 6.(Z)/JG 5->10.(Z)/JG 5 -> 13.(Z)/JG 5 -> IV./ZG 26, add 8/44 TB transfer to NO
JGr 200 transformed from rename to reinforcing unit
IV.(Sturm)/JG 300 (removed Sturm designation), transformed into rename from new Aufklar-Stfl XI Flgkorps
IV./JG 301 transformed to rename from III./KG 1 (via II./JG 7)
IV./NJG 1 renames from III./NJG2 in 10/42
III./NJG 2 renames to IV./NJG 1 in 10/42
IV./NJG 2 rename source changed to II./KG 40
Stab/NJG 3 delayed to 9/41
II./NJG 3 transformed into rename from new Erg-ZGr
V./NJG 6 (6/43) renamed III./NJG 2, was active for just 1 month before rename
I./NJG 7 transformed into rename from II./KG 40
PzJ/ZG 1 disbands mid 9/43
Stab/ZG 2 disbands early 1/43
I./ZG 2 disbands mid 8/42
II./ZG 2 stays in WE and becomes TB-locked
Stab/ZG 26 rename removed, disbands 9/41
I./ZG 26 disbands 7/42 (delayed by 3 months to cover for II./ZG 2 which stays in WE)
II./ZG 26 disbands 4/42, stays in East until disband
IV./ZG 26 - rename delayed to mid 8/44, rename source changed to 1.(Z)/JG 77
Stab/ZG 76 delayed to 8/43 in WE with Bf 110G-2
I./ZG 76 transformed into rename from new Aufklar-Stfl XI Flgkorps
II./ZG 76 TB-locked in WE
II./ZG 76 (8/43) change rename source to 3.(F)/AufklarGr 11, add rename to IV./JG 26 in 2/45
III./ZG 76 disbands in late 4/44 (formation never fully completed, then abandoned)
I./StG 1 renames to II./StG 3 in 1/42 and II./SG 3 in 10/43, add TB transfers
II./StG 3 transformed into rename from I./StG 1
Stab/Sch.G 1 - disband removed, renames to Stab/SG 9 in 10/43
10.(Pz)/SG 1 transformed from rename slot to reinforcing unit, renames to 2.(Pz)/SG 9 in 1/45
I./SG 1 - rename source changed to delayed I./StG 1
II./SG 3 - rename source changed to original I./StG 1
I.(Pz)/SG 9 changed into 3.(Pz)/SG 9 (Staffel)
10.(Pz)/SG 77 (reinforcing) removed
NSGr 30 rename source changed to II./KG 40
III./LG 1 renames to III./KG 6 in 9/42
I./KG 1 transformed into rename from KuFlGr 506 in 6/42
V./KG 2 transformed into rename from II./KG 40
III./KG 6 (9/42) transformed into rename from III./LG 1, adapting follow-up rename to III./KG(J) 6
III./KG(J) 6 - rename source changed to III./LG 1
II./KG 40 (original) locked in WE, renames to V./KG 2 6/43 -> I./NJG 7 2/44 -> IV./NJG 2 late 10/44 -> NSGr 30 late 2/45
V./KG 40 renames to I./ZG 26 in mid 10/43 and to I./JG 6 in 10/44, some TB transfers between West and East added
I./KG 50 renames into II./KG 40 in 10/43
III./KG 51 (original) delayed disband to 3/44
III./KG 51 (rename) change to Fw 190F-8
I./KG 60 split into 1./2. Staffel, both disband early 2/43 (1. in NO, 2. in ITA)
KGr zbV 5 renames to III./LG 1 in 5/43 (instead of TGr 10)
TGr 10 transformed from rename to reinforcing unit (1/44 in FI), arrives with 40+40 LeO 451T
SAGr 128 changed into 1./SAGr 128 (Staffel), transformed into rename from 5./BoFlGr 196
SAGr 131 split into Stab/1./2., 1. from 3./406 (to AR 7/43), 2. from 3./906
1./BoFlGr 196 changed to Gruppe, added TB transfers to NO 4/43 and to AR in 6/44
5./BoFlGr 196 changed to Gruppe, renames to 1./SAGr 128 6/43 -> II./ZG 26 12/43 -> II./JG 6 7/44, added some TB transfers
Stab/KuFlGr 406 disbands late 12/42
2./KuFlGr 406 disbands mid 7/43
3./KuFlGr 406 renames to 1./SAGr 131 and moves to AR in 7/43
KuFlGr 506 renames to non-naval I./KG 1 in 6/42
KuFlGr 606 disbands late 8/42
Stab + 2./KuFlGr 906 disband 4/42
3./KuFlGr 906 renames to 2./SAGr 131
3.(F)/11 removed disband, add rename to II./ZG 76 in 8/43 and IV./JG 26 in 2/45, add 8/43 TB transfer to WE
3.(H)/12 disbands 1/43
6.(H)/13 disbands 1/43
1./NAGr 16 transformed into rename from new Aufklar-Stfl XI Flgkorps
2.(H)/31 disbands 2/44
2.(H)/32 disbands 1/43
3.+4.(H)/32 disband in late 7/42
2.(H)/41 disband late 12/42
4.(H)/41 disbands late 7/42
6.(H)/41 disband late 12/42
o New air units:
Erg-Stfl/JG 2, Staffel with 15x Bf 109E-7 in WE, becomes JGr West in 2/42
Erg-Stfl/JG 3, Staffel with 15x Bf 109E-7 in WE, becomes II./JG 1 in mid 1/42
Erg-Stfl/JG 26, Staffel with 15x Bf 109E-7 in WE, becomes IV./JG 1 in mid 1/42 and II./JG 11 in 4/43
Erg-Stfl/JG 27, Staffel with 15x Bf 109E-7 in WE, becomes JGr Sued in 2/42
Erg-Stfl/JG 51, Staffel with 15x Bf 109E-7 in WE, becomes I./JGr Ost in 2/42
Erg-Stfl/JG 52, Staffel with 15x Bf 109E-7 in WE, becomes III./JG 1 in mid 1/42
Erg-Stfl/JG 53, Staffel with 15x Bf 109E-7 in WE, -> 10.(Jabo)/JG 53 mid 2/42 -> 1./Jabogruppe Afrika late 8/42, disbands late 11/42
Erg-Stfl/JG 54, Staffel with 15x Bf 109E-7 in WE, becomes II./JGr Ost in 2/42 and JGr Nord in 9/44
Erg-Stfl/JG 77, Staffel with 15x Bf 109E-7 in Mizil/ROM, becomes Oelschutzstaffel/JG 77 in early 1942 and I./JG 4 in late 42
Oelschutzstaffel/JG 77, early 42 rename slot for Erg-Stfl/JG 77
JGr Nord, renames 9/44 from new Erg-Stfl/JG 54 via II./JGr Ost
I./JGr Ost, renames 2/42 from new Erg-Stfl/JG 51
II./JGr Ost, renames 2/42 from new Erg-Stfl/JG 54
JGr West, renames 2/42 from new Erg-Stfl/JG 2
10.(Z)/JG 5 - rename slot for 1.(Z)/JG 77
II./JG 7 (2/45), renames from IV./JG 54
10.(Jabo)/JG 26 (6/43), rename slot for 10.(Jabo)/JG 54 as it renamed back to JG 26
Erg-ZGr, Bf 110 Group locked in WE, becomes II./NJG 3 in 9/41
Stab/ZG 26 (10/43), renames to Stab/JG 6 in 7/44
I./ZG 26 (10/43) rename slot for V./KG 40, to I./JG 6 in 10/44
II./ZG 26 (12/43), renames from 1./SAGr 128 and to II./JG 6 in 7/44
Erg-Stfl (Stuka)/LG 1, Ju 87 Staffel in NO, renames to 4./StG 5 in 2/42, disbands 6/43
I./StG 1 (6/43), renames to I./SG 1 in 10/43
4./StG 5 (2/42), rename slot for new Erg-Stfl(Stuka)/LG 1
Stab/SG 9 (10/43) - rename slot for Stab/Sch.G 1
2.(Pz)/SG 9 (1/45) - rename slot for 10.(Pz)/SG 1
ErgGr/LG 1, LB Group in BA, renames to IV./LG 1 in 2/42, to ITA 4/42, to BA 10/42, to WE 3/43
III./LG 1 (5/43) - rename slot for KGr zbV 5
IV./LG 1 (2/42), renames from new ErgGr/LG 1
II./KG 40 (10/43), rename slot for I./KG 50
Transportstaffel 1, 10/43 in BA
Transportstaffel 2, 10/43 in NO
Transportstaffel 3, 10/43 in NO, to BA 12/43
Transportstaffel 4, 12/43 rename from new Savoia-Staffel
Transportstaffel 5, 12/43 rename from new Transportstaffel 290
Transportstaffel 290, 3/43 in ITA, to Transportstaffel 5 in 12/43, to WE in 7/43
Savoiastaffel, 7/42 in ITA, to Transportstaffel 4 in 12/43
Kuestenstaffel Krim reactivated, made a naval-only Staffel with Bomber-trained Bf 110G, disbands 7/44
Aufklar-Stfl Ostsee reactivated, made a naval-only Staffel with Ju 88A bombers, disbands 7/43
2./SAGr 128, a naval patrol staffel arriving 6/43 to WE
Stab/SAGr 131 - 7/43 to NO
2./SAGr 131 - 7/43 rename slot for 3./KuFlGr 906
2./BoFlGr 196, naval patrol Staffel arriving 8/43 to ITA

Erg-AufklarGr/ObdH, Hs 126 recon group in WE, renames to Erg-NAGr in 4/42
Erg-AufklarGr/ObdL, Ju 88 recon group in WE, renames to Erg-FAGr in 4/42
Aufklar-Stfl XI Flgkorps, Staffel with Hs 126 in BA, to 1./NAGr 16 in 10/42 -> I./ZG76 in 8/43 -> I./JG 76 in 7/44 ->IV./JG 300 in 10/44
2.(H)/33 (1/42) - rename slot for 2.(F) 33
• DSWF scenario changes:
o Adjusted starting air directives, air doctrines and pilot pools.
o Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
o Changed depot priority of Buzau to 1.
• RtL scenario changes:
o Adjusted starting air directives, air doctrines and pilot pools.
o Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
o Changed Hel to export port.
• RtM/OpTyphoon scenario changes – Adjusted starting air directives, air doctrines and pilot pools.


Happy Gaming!
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