
Dear Tankers and Mechanics!
We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.
Next we are onto finalization of the Ponyri DLC, but there might be a small patch before it comes out, we will inform you guys in dev status and on forums - happy hunting
PS. Sorry for the quality of the thumbnail - Michał is on vacations and I had I've just used paint - in my opinion it's superb tool

Changelog 1.3.2
Added:
- Option to name the battle saves created in pause menu
- Killcam for explosives, grenades, arty, bombs
- Sound of being on fire for infantry
- Tank track skid marks
- Battle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minimum (25% units).
Modified:
- Changed AI vehicles movement, to be more responsive. AI vehicles will now yield to each other more effectively.
- Changes to formations: vehicles following the player's vehicle, align parallel to it when in line formation.
- Spawning tanks in ballistics lab now shows Loading parent and player needs to wait before being able to click anything
- Issue with peeking out or in and the visors being visible
- Decreased the chance to spawn a tiger on procedural missions
Fixed:
- Player spawned squads now spawn in proper formation
- Player when is outside the tank using binocs will correctly see his tank shadows and materials
- Tank skid marks will be hidden when inside tank (wont be visible through armor)
- Manual saves now display their file names correctly in battle load list
- Issue with infantry ui manager that duplicated the cost of selected infantry when player changed tabs of the menu
- Objective markers under terrain on Starozhevoye Forest procedural mission
- Infantry that spawns in APC or on top of tanks will be now properly blocked if the unit count is too high
- Spawners on procedural missions should now face the closest enemy spawner instead of forward
- Issue with Maus tank not being correctly shown in procedural campaign when loading in a save file
- Issues with AI on procedural missions not rotating towards closest enemy respawn point
- Issues with AI rotating in place without reason
- Issues with AI on procedural missions receiving too many move to commands resulting in total chaos
- Incorrect offmap support available on soviet procedural campaign
- Incorrect battle area size and missing squad spawners on PR_Psel_River scene
- Camera shadows are now disabled correctly
- Issue with game not applying texutre quality setting at all
- Potential crash on ballistics lab where player changed the vehicle while previous xray animation was playing
- ID when selecting tanks in wreck mode should now be correct
- VFX of burning infantyr is properly attached to the spine bone of the infantry
- There should be no more flying fire in sky when player ends a battle and returns to repair station
- Tiger VIE and PZ IVH issues when closing hatch and the turret meshes were disabled on player sight
- KV-1 mod. 1942, KW-1B 756 and KW-1C 756 - Commander in multi crew now correctly controls the fire extinguishers.
- Vehicle exhaust particles should work correctly now
Thank you for your support, we are working. See you next time!
DeGenerals


