First off, my sincerest apologies for not posting a January update. With school beginning once more and my cat Alfred having a stroke I didn't have much time to think about the more "Housekeeping" oriented tasks of modding. He is recovering just fine and school is setting itself in as regular as that can be, filled with all the issues which I'm sure most people can understand from learning history about a period in their spare time and then having someone rattle off the basics from a textbook.
But I digress, that is a completely different matter entirely, onto the mod's progress!
First off, I have essentially completed the infantry for the modification. This involved massive tweaking here and there and internal testing, and I even had to go off and redo population cost, pricing and reinforcement and the experience tables.
I would release the modification as is now, but I'll give everyone an example of why I need to hold off on doing this in order to fix the glaring issues that the default relic experience tables have.
As an example, we have Partisans with SVTs. At the closest range bracket, they hit 60% of the time (0.6).
Now this unit, like every other unit gets an instant additional modifier on being built of 1.15 for their accuracy. So take 0.6, times that by 1.15. By the time this unit acquires Vet level 3, their percentage to hit on that same number which used to be 0.6 in the engine is literally 1.15. That means they theoretically hit 115% of the time, which is absurd.
This makes sense when you factor in received accuracy as a counter balance, which essentially reduces enemy chances to hit your unit. But as I am removing this from play for the most part in order to facilitate a more consistent release candidate (AKA: Battles will make more sense and the chances of your unit simply doing little/no damage to another whatsoever because of some magical value is gone) breaks the other half of this balancing scale.
I have finished the infantry tables, but all crewed weapons and vehicles are still left to be finished. Currently they do not have realistic statistics either, but simply higher damage to keep the combat pace up.
At the end of the day as we do not have a logical "rear" armour value, it was decided internally to model frontal and side accurately. Rear hits (As in on the rear of the vehicle itself, not the back half) do more criticals and have penetration modifiers on them regardless, so there is still a difference between "Side" and "Rear".
I also aim to remove vehicles running over infantry, as this has proven to be incredibly unfair because the player cannot dodge the vehicle himself and the infantry AI often runs itself into a corner. This isn't Red Alert 2, and it really doesn't have much place here. For now, main weapons on vehicles (Unless specified as HE such as the Brummbaer or Sherman HE round) will have massively reduced splash damage to prevent entire squad wipes on one hit.
In the future, all vehicles will have every critical that exists in the game engine so far (Crew based ones, driver/loader blinded and things of that nature) as well as different types of ammunition to swap to on the fly like the Sherman. Crews will also be included eventually also.
I can see the criticals, vet tables, splash damage all being ready for the first release candidate. The different types of ammunition and realistic armour values will most likely not be however, and will use vanilla values for the moment.
I hope this has been informative and I apologize for the lack of updating. I'm not dead, and a release candidate is not that far off. I won't give a date because it isn't fair to anyone to do so, it presses me unnecessarily to shove something out and it gets everyone's hopes up for something that might not happen.
But rest assured a release is coming, it'll be as balanced as I can make it and my goal is to ensure that the experience isn't plagued with bugs/broken content and anything of that sort. So far there isn't any of that in game, so I think you'll be pleasantly surprised this time around.
Thanks for reading!