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On The Western Front Full Crack [Torrent]

  • thrilathbrocitcher
  • Sep 2, 2019
  • 12 min read

Updated: Mar 13, 2020





















































About This Game Grand Strategy on a Small ScaleJanuary, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single division in the meat grinder that is the Western Front. Lead your men over the top as you attempt to break the stalemate that is to claim the lives of millions over the course of years.Are you ready to be a donkey and lead lions to their glorious deaths?Mud and BloodCommand your men down to the platoon level. Build trenches, dig tunnels, set barbed wire, and more in a futile attempt to break through the enemy lines.Make use of different unit types to solve the stalemate, from riflemen and machine gunners to engineers and tunnelling units.Multiple shell types allow astute commanders to remain flexible. From gas shells to shrapnel, different situations call for different shells.Weather and time of day will affect everything, including visibility, morale, and the structural integrity of your fortifications. Make sure to maintain them properly!Noble SacrificeEarn Valour from your superior officers by sending your men to their deaths during full-scale offensives. Both inflicted and sustained casualties can be used to unlock upgrades - lessons learned through blood sacrifice.Perform trench raids and capture enemy prisoners in order to capture intelligence.Send pilots on reconnaissance missions in order scout the enemy lines and keep an eye on enemy activities.If you can't break the enemy lines above ground, go underneath them and set mines that can be detonated at will. 7aa9394dea Title: On The Western FrontGenre: Indie, Simulation, Strategy, Early AccessDeveloper:AggroblakhPublisher:AggroblakhRelease Date: 5 Oct, 2018 On The Western Front Full Crack [Torrent] all quiet on the western front himmelstoss. all quiet on the western front chapter 3 audio. on the western front book. on the western front an order to stand to meant. on the western front game. all quiet on the western front figurative language. all quiet on the western front imdb 1979. all quiet on the western front english. quiet on the western front meaning. all quiet on the western front first edition. strangers on the western front pdf. all quiet on the western front full book summary. all quiet on the western front dehumanization quotes. australia on the western front ww1. australia on the western front. all quiet on the western front text. on the western front steam. birds on the western front summary. all quiet on the western front free online. all quiet on the western front vocabulary. anzacs on the western front. all quiet on the western front download book. all quiet on the western front 1979. all quiet on the western front chapter 7 quizlet. all quiet on the western front epub download free. all quiet on the western front test. all quiet on the western front book pdf. all quiet on the western front audiobook free download mp3. all quiet on the western front video guide answers. which version of all quiet on the western front is better I cannot recommend this game at the moment simply because it keeps crashing when i try to play until this is fixed i cant recommend this. I bought this game once when it first came out i refunded it shortly after because i the game was in an extreme early phase, Then i re-bought the game in January it was fine i could play it because i play games like this but then they updated it hotfix 8 or 7 when the game kept crashing over and over again the recent update they have done didn't fix this. If you want to buy this game i recommend buying it at a later date.. Very tricky but really fun, cant wait for more updates i just hope there is a way to make it easier as i seam to hjave to micromanage every unit to put it them in placereally good though. Currently the game crashes fairly reliably after under 5 minutes of "play" ... I wish I could write something positive about it, but it's just not in a state where I can say there is. There doesn't even seem to be a crash dump collector so that the dev can learn about when there are problems; meaning that one can't expect the problems to be fixed in good time.. HORRID Controls,, no graphical control which results in you being unable to read jack.. I predict this game will eat up hundreds of my free-time hours. Easter Rising.. er, Update: Hi all,I hope you're having a nice holiday. I've reworked the reinforcement/fortification mechanic this week, as I wasn't really satisfied with the pointlessness of it as it previously was.Bugfixes/Changes:Reinforcement of trenches is now a binary attribute ie. a trench tile is either reinforced or it is not. A reinforced trench adds duckboards which reduce the movement penalty in trenches and adds firesteps, which increases the sight range of units on watch duty. Conversely, the sight range of units is now reduced by a few tiles.Following on from above, the movement speed of units in un-reinforced trenches has been reduced.Reinforced blockhouses now look different. Unlike trenches, there is no gameplay effect on blockhouse reinforcement other than to make the blockhouse more resistant to damage.Following on from above, the Fortify Blockhouse order now works again. I had broken it with some of the changes I had made previously.Highlights for paths and areas have been reworked to be less of an assault on the eyes.Support units no longer participate in group construction actions when selected.The unit order submenu used to require you to select a group of units that were all the same type. Failure to do so resulted in a truncated order menu with only three orders - Move, Rest, and Cancel. Now you can select units which fall under the same broad category - Combat, Support, or Artillery. That is, you can select a group of rifle units and a few machine gun units and issue an Attack Area order to all of them. Note that ineligible units still will not carry out orders they normally wouldn't be able to. For example, selecting an engineer unit and a supply unit and issuing a Build Trench order would only issue the order to the engineer unit.Thanks for playing!. New Hotness: Hi all,Implemented a bunch of new things based on suggestions and requests, as well as fixing some rather serious bugs with the underground component of the game.Bugfixes/Changes:Fixed issue in which underground units sent on leave would go through the ground rather than returning to the surface.Building mines was broken when I added the separate Build Mode. This has now been fixed.Commander traits now refresh properly when units move in and out of company command range.You can now view the status of units in reserve. Selecting the top-level reserve unit in the Headquarters screen will cause a new button to appear.Front-line units are no longer randomized at the start, allowing platoons to start near their company commanders. This should reduce the amount of initial micromanagement when starting a new game.Units in reserve now will also treat wounded men.The target selection list that appeared when using "Attack Unit" was not resizing properly when the name of a target unit was too long, causing the button to bleed out of bounds. This has been fixed for both fonts.Changed the icon for AOE orders like "Suppress Area" and "Watch Duty" into a different icon, so it's easier to tell when you're actually in one of these modes.Commander selection used to only show unassigned commanders. Now there it is possible to toggle unassigned commanders or all, allowing you to simply trade officers instead of having to unassign and reassign in two distinct steps.Lastly, because I added a bunch of information to officers that needs to be saved when saving the game, your old/current saves are now broken. Sorry for the inconvenience.Thanks for playing!. Hotfix 8: Hi all,Thanks to some fantastic feedback I've received in the Discussion forums, I've fixed a bunch of weird issues that escaped my attention.Bugfixes/Changes:Underground pathfinding and actions were broken due to some overzealous optimization on my part. This should now be fixed.Also due to optimizations and tweaking, there was some weird behaviour where units would cross into enemy trenches before starting to perform actions in no-man's land. This is fixed.Fixed issue with tutorial dialog in which the title bar wasn't large enough, resulting in situations where you would end up clicking on something behind the popup when trying to move the dialog around.Support units can now only make use of melee attacks. I know engineer units often carried carbines, but I wanted more distinction between support and combat units. Note that support units can still use melee combat.Bug in which HQ units would attack opposing units in melee without actually moving to the enemy unit's position has been fixed.Corrected start time for tutorials when loading them after having played a different map. Previously, they would carry over the time from the previous map.I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.Thanks for playing!. Terrain: Hi all,Early stages of destructible terrain are in! So far only a few building types have included, and only a few different configurations. I want to know what you all think before I start adding more types of terrain and customizing things a bit more. For now, houses act as shelter. They hide units from view, and essentially function as a combination of dugouts and blockhouses (albeit less effective at protecting units than blockhouses). The tradeoff is that buildings obscure lines of sight, and will be permanently destroyed if they take enough artillery fire.I've also taken the liberty of implementing a bunch of the suggestions I've seen in the discussion forums.Bugfixes/Changes:Destructible TerrainCommanders now auto-assigned at start.Aircraft now auto-assigned to pilots at start.Supply units have been tweaked so that they automatically resupply and return to their previous order. This should reduce some of the micromanagement associated with supply lines. This was actually present in the last update, but I forgot to tell anyone.An event log display which can be shown and hidden at will.Coffee and alcohol have been included as new supply types. They aren't limited in number - you can just keep grabbing them from rear lines as you see fit. Coffee provides a temporary bonus to sight range via the new "Alert" status, while alcohol provides a temporary movement boost to help facilitate frontal assaults. Just for fun, each nation has its own version of alcohol.Health bars showing unit numbers, morale, primary supply, and readiness are now included on unit lists. This will hopefully provide more visual feedback with regard to unit status.Fixed the "Loading caches" savefile issue! Best part is, you don't need to restart - you can use the same savefile.Thanks for playing!. Fonts!: Hi all,The game has been crashing quite a bit, most of the time when starting a new map or returning to the main menu. I've managed to track it down to an issue with the font loading improperly. I've now changed the default font from Century Schoolbook to good old Times New Roman. It's no longer period appropriate, but at least it won't be causing issues any more.Bugfixes/Changes:Crashes when returning to the main menu or starting a new map have been fixed!Font is now Times New Roman.If fog of war is enabled, enemy-controlled tiles will now be seen as open ground when clicked on until they are revealed.Bug in which showing unit attack ranges would reveal hidden tiles when fog of war was enabled has been addressed.Line of sight has been tweaked so that units can no longer shoot over hills.Some pathfinding optimizations have taken place, which hopefully makes the game run a bit smoother.Elevation Map now appears above other ground tiles, making it easier to see the elevation of trenches, etc.Errors in calculation of total division numbers, morale, supply, and readiness have all been fixed.Bug with names and alternate names of reserve units disappearing have been fixed.Default names of units now have proper notation. For instance, 1st Brigade, 2nd Battalion, C Company, 3rd Platoon is now 1/2/C/ 3rd Platoon.Star shells now decrement properly when used.Units supplying an area no longer distribute supplies to units outside that area.I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.Thanks for playing!. Over the Western Front: Hi all,Decided to focus a bit on the Aerodrome this week, as I've been neglecting it recently.Bugfixes/Changes:Pilots now have traits, just like officers.Pilot balance has been tweaked, so that really good pilots are harder to shoot down, and lower-stat pilots are easier to shoot down. I believe this actually reflects real life a lot better. Following from above, monthly pilot regeneration rate has been increased to compensate for the fact that you will probably be losing more pilots.Pilots now have personal stats, like flight time, number of sorties, number of kills, etc. This is all "flavour" for the moment, but provides a solid base with which to flesh out the individuality of pilots. Feel free to suggest anything else that needs to be tracked.Officers also have personal stats. They're self-explanatory, except for raids. Company commanders will be given credit for a raid when one of the platoons under their command returns with prisoners in tow.Pilots now can develop an affinity for a certain model of plane, causing a temporary penalty when changing planes. This penalty is less than the gains you receive from the new plane, but is still something that needs to be taken into account when upgrading. The greater a pilot's affinity for a certain model, the longer the penalty lasts when changing.I wasn't happy with the rate of wiring that the enemy AI does, as it seemed unrealistically low. Thanks to better optimization of the game in recent weeks, I've been able to tweak the AI so that it lays far more wire than it used to.Fixed potential crash if units were withdrawn as the enemy AI was attempting to target them for bombardments.Fixed bug with supply units randomizing their load type instead of keeping the one they originally had if they return to supply depots automatically.Pilots shot down weren't being properly displayed or tracked, which in turn wasn't updating the number of pilots or planes properly. This should now be fixed.Supply units could restock gas shells without having either gas upgrade unlocked, but this has been fixed.Thanks for playing!. Threads: Hi all,Relatively minor update this week, as most of the work I've done is under the hood. I was hoping to include destructible terrain this week, but it's not quite ready to roll out yet. The reason I'm releasing an update anyways is because I've made a few changes to the way the game runs through each game tick.Previously, the game timer would interrupt the game and cause issues with using the interface, as well as essentially locking up the game for a few milliseconds while it processed each game tick. Now I've moved things around in code so that the majority of the game tick runs in a separate thread. It seems like an obvious thing to include even before releasing in Early Access, but in my mind performance comes secondary to correctness ie. I was initially more concerned with making sure everything worked and was fun rather than how quickly it ran (as long as it was playable, of course).Using the UI should now feel a lot more responsive even while the game timer is running, and I'm hoping things run a lot smoother in general. Let me know if you run into any issues - if any of you have done programming yourselves, you'll probably be more than aware that multi-threaded/concurrent programming occupies its own special place in Hell. Nevertheless, I'm hoping this improves the game experience for a lot of you.Bugfixes/Changes:Made game tick concurrent.Prevented the HQ and Aerodrome from refreshing every game tick, which should make those screens more easily useable while the game timer is running.Added the ability to use the WASD keys to scroll.Reduced the number of subscreen refreshes, which should make things less "choppy"Drag-selecting entire groups of units and issuing orders to them will now ignore HQ units if HQ units are unable to perform those orders (build orders, wiring, etc)Selecting HQ units will now highlight their subordinate units as well.Added weapon names in the Order of Battle subscreen.Updated the tutorials so that they are no longer broken versions of the main map. This also means that the bug in which the map toggles in the upper right corner of the screen now work in the tutorials.Changed the game icon to something other than the default Godot icon.Soon to Come:Destructible Terrain - I have one house type completed, as well as the underlying logic for any type of terrain in general. I probably won't release this feature until I have at least a few different building types, otherwise it's going to look really weird.The ability to schedule attack orders using the Scheduled Order screen.A Retreat button once you send units over the top.Better UI for managing subordinates/superiors. Right now it takes several clicks to, say, select a company within a brigade, and then to select all platoons in that company. I'm probably just going to steal the interface from HOI3, but it will take me a few days to implement, and I wanted to get an update out today.Artillery gun-pits. Some of you have suggested this, but until now I couldn't think of a gameplay-related reason to include them. Since artillery can't enter blockhouses, I'm thinking these will basically be blockhouses for artillery. They take longer to build, and it takes artillery units a long time to settle into them or leave them. However, artillery will be protected from counterbattery fire and aerial observation (signals units can still spot them, though). Let me know if this sounds good!Thanks for playing!. Scheduling: Hi all,I've added a new sub-screen at the top of the screen alongside the Aerodrome button. This screen lets you schedule construction orders and artillery bombardments in advance, with the option of limiting them to a certain time. So, for instance, you can make units set wire only at night, and have them repeat it every night.The screen gets populated with the units you currently have selected. In addition, I've also added another button at the top-right of the screen, which allows you to quickly manage and view existing orders. Hope this helps make the game a little easier to manage.Changelist:New Schedule screen which allows you to manage scheduled orders.Added orders pop-up button at the top right of the screen.Bugfixes:Fixed Pilot experience bug, where it would remain as Inexperienced despite hitting 100%.Pilots now withdraw properly and re-appear on the pilot list. Previously, they would mysteriously disappear.Fixed a bug in which drag-selecting units would only select one unit from each tile.Thanks for playing!

 
 
 

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