War Room: Tactical Sandbox · published
[NEW: AUTO-AIM (INDEPENDENT TARGETING ROTATION)] ● Units can now rotate on their own to face the nearest enemy, independently of their movement direction — works on tank turrets, ship cannons, and standalone troops alike. A soldier walking one way can now keep aiming at a threat in a completely different direction while still moving.
● Found in the Ranged Combat panel: a new "Auto-Aim" toggle button, with a speed slider right below it to control how fast the unit turns (10° to 360° per second).
● For tanks: build the tank from two pieces (base + turret), use "Bind" to attach the turret to the base, then select the turret and activate Auto-Aim. The turret will aim independently while the base drives its own route — and returns smoothly to its resting angle when no enemy is in range.
● Requires Fog of War to be properly configured: a unit only auto-aims at enemies it has actually detected within its own vision radius. If FOW isn't set up (or an enemy is out of range / concealed), the unit won't turn toward it — each unit only reacts to what it can actually see, not what the whole team knows.
● Ships with multiple independent turrets are fully supported — each cannon can have its own Auto-Aim, tracking separate targets at the same time.
● See it in action: load the new "TANK BATTLE" scenario from the scenarios list to watch a ready-made tank engagement with turrets rotating and tracking targets on their own. [SMALLER UPDATES & FIXES] ● A new slider right below Projectile Size lets you speed up or slow down any shot, per unit — from 10% (slow-motion, great for visibility on fast tracer rounds) to 300% (faster than normal). Works on every weapon type, saves with the simulation, and is inherited on duplicate, copy/paste, and undo.
● Impact FX is now per-unit: each vehicle has its own muzzle flash / hit circle setting instead of one global switch, and new units now start with it off by default.
● Muzzle flash and hit circles now always render on top of nearby units, fixing cases where they could appear hidden behind a troop.
● The Ranged Combat preview now labels the selected weapon by name (Arrow, Spear, Iron Ball, Musket, Fireball, Modern Shell) instead of just a number.