The latest ATO, 64 bit beta build is available to test via Steam's Open beta branch. Once opted into the branch, you will have access and download the latest game files.
Please see below for the highlighted changes
* NEW SCENARIO REALISM FEATURE: Weather and day/night cycle affect air sorties. Aircraft that are not suitably equipped (either built-in or through their loadout, e.g. LANTIRN pods) for flying at night or in bad weather, will not be able to take off. If such aircraft are already airborne when the unsuitable conditions occur, they run a high risk of crashing on landing.
This is an optional realism feature, enabled by default for new scenarios but disabled for existing ones, to avoid disrupting existing scenarios.
* NEW MAJOR FEATURE: Targeting Priority (part of Doctrine/ROE settings):
A new ‘Targeting Priority’ tab now appears on the Doctrine/ROE window. This tab allows the user to create a Targeting Priority List to control how a unit prioritizes engaging known targets.
Targeting Priority is a component of a Doctrine, and thus follows all the existing conventions for Doctrines in Command – they can be assigned at the unit, group, mission, or side level and will inherit from higher-level Doctrines:

The Targeting Priority List UI will display the Targeting Priority that applies to the Doctrine you’re currently viewing. You can only edit the Targeting Priority List if it is a part of the current Doctrine – i.e. not inherited from a higher-level Doctrine.
Every Targeting Priority List will contain a single ‘default’ priority entry. Entries above the ‘default’ entry in the list will be considered ‘immediate’ priority targets, to be engaged before any other targets. Entries below the default entry in the list are considered ‘delayed’ priority, to be engaged only if no higher priority targets are available. The ‘default’ priority entry will automatically match any target(s) that do not match any other entry in the Targeting Priority List, allowing the player to prioritize (or de-prioritize) individual target types while leaving all other target types to fall into the ‘default’ category.
Create: Allows you to create a Priority Target List for the current Doctrine. This will override any inherited Targeting Priority.
Remove: Removes the Targeting Priority List from the current Doctrine. The Doctrine will automatically inherit from higher level Targeting Priorities, if they exist.
Move Up: Move the selected item up one row in the list.
Move Down: Move the selected item down one row in the list.
Add Item: Add a new item above the currently selected item in the list.
Delete Item: Deletes the currently selected item from the list. NOTE: You cannot delete the default priority item.
Doctrine Targeting Priority applies as one of the final criteria when a unit is selecting a target. Other Doctrine settings (Rules Of Engagement, Weapon Release Authorization, etc.) and general AI targeting considerations (side posture, mission applicability, weapon effectiveness, etc.) are applied before the Doctrine Targeting Priority is checked. So for example, if a unit does not have a weapon to engage a given target, or that target is not considered relevant to the unit’s current mission, the target will not be considered as a potential target regardless of Targeting Priority.
Each entry in the Targeting Priority List is evaluated in turn against a unit’s final potential targets. If an ‘immediate’ priority entry is matched, the unit will engage the target(s) that match that entry, ignoring lower priority targets. If a ‘delayed’ priority entry is matched the unit will engage the target(s) that match that entry only if there are no higher priority targets.
If there are multiple potential targets remaining after the Targeting Priority is applied the Command AI will select one of those targets based on its general AI and/or mission target selection behavior – typically closest-first, while attempting to spread attackers across multiple targets.
NOTE: In some cases the unit AI will evaluate a nearby hostile unit as an immediate threat and engage it in preference to all other targets. The Priority Targeting List is ignored in this case.
Targeting Priority Doctrine can be changed via Lua using the Doctrine wrapper object. The Doctrine wrapper can be obtained from a unit, group, mission, or side wrapper object via its doctrine property. See ‘Lua Changes’ below for further details.
Lua additions for Targeting priority feature:
ActiveUnit wrapper: ActiveUnit.doctrine read-only property – returns the Doctrine wrapper object for the unit’s Doctrine.
Group wrapper: Group.doctrine read-only property – returns the Doctrine wrapper object for the group’s Doctrine.
Mission wrapper: Mission.doctrine read-only property – returns the Doctrine wrapper object for the mission’s Doctrine.
Doctrine object wrapper:
* Doctrine.TargetPriority read-only property – returns a Lua table with the contents of the doctrine’s priority target list, if any. Fields for each item in the table are:
-- unit_type (integer) = ActiveUnitType
-- unit_subtype (integer) = AircraftType, ShipType, SubmarineType, FacilityCategory, WeaponType, MobileGroundUnitCategory, depending on unit_type.
-- Isfixedfacilitysubtype (boolean) = For fixed facility unit_type, ‘true’ indicates the unit_subtype is a value from FacilityCategory, ‘false’ indicates the unit_subtype is from MobileGroundUnitCategory.
-- dbid (integer) = the specific DBID.
-- priority (integer) = 0 (delayed), 1 (default), 2 (immediate) engagement priority.
* Doctrine:deleteTargetPriorityEntry(index) method – deletes the corresponding item from the priority target list, if it exists. NOTE: index value is 0-based. Returns the list as a Lua table.
* Doctrine:addTargetPriorityEntry(type, subtype, isfixedfacilitysubtype, dbid, index) method – all arguments are integers save for ‘isfixedfacilitysubtype’ which is a boolean value. ‘type’, ‘subtype’, ‘isfixedfacilitytype’, and ‘dbid’ are as explained for the TargetPriority property above. ‘index’ is the location in the list where the new entry will be inserted, with the existing entry at that location moving down. NOTE: index value is 0-based.
Other things
* ADDED: Added new map layer: OpenTopoMap. This is a map layer optimized for displaying natural topography (see also: https://opentopomap.org/) . This can be useful for better evaluating the terrain around a given unit (and thus better understanding visibility, movement and damage effects). This layer is externally-provided, so tile-download reliability and speed are beyond our control.
* ADDED: Support for new "blimp" airship type
* ADDED: Implemented rudder as factor in ship/sub turn rate, and rudder damage (stuck). Ships and subs are now more "sluggish" in their turns (especially large ones) as it takes time for the rudder to fully deflect to the desired position. Additionally, the rudder can be damaged (stuck) or destroyed, leaving the boat directionless (e.g. Bismarck in WW2).
* ADDED: [Event Editor] New trigger type: "Air/Dock Ops Status Change". This trigger fires whenever the air/dock ops status of the selected unit(s) changes - e.g. an aircraft takes off, a boat returns to its host unit, an aircraft shifts from "being turned around" to "ready and waiting" etc. The UI allows selecting which of the available states will cause the trigger to fire. This was available until now only through scripting but can now also be configured through the EE.
* ADDED: [INST import/export] Add speed and altitude to file
* ADDED: [Area/Zone & Refpoint Manager] Interpolation function for zones; Also added Shift+RMB zone interpolation options (1, 2, 3, 4, 9) in the UI
* ADDED: Added a new Shift+RMB interaction on zones: Highlight all RPs of a zone exclusively
* ADDED: Shift now allows to move multiple RPs while keeping relative position. This makes it possible to move a selected zone in one go.
* ADDED: Zone creation by polygon
* TWEAK: Wholly revised calculation of drag coefficient for boost-coast missiles, based on the equations on Eugene Fleeman's "Tactical Missile Design" (Example: https://imgur.com/a/ok0hRwT)(huge props to Ian for guiding research). For many missiles this results in greater auto-calculated boost-burn times, which in turn results in improved performance at lower altitudes.
* TWEAK: Diagnostics text on Caption-bar includes GPU description.
* TWEAK: Aligned Mission Editor Home base logic
* TWEAK: The new "Sensors blocked by skyline at sensor location and along the LOS path to the target" feature (introduced in B1307.6) has now been isolated into its own separate "Effects of Terrain Type - ADVANCED" scenario realism option. This option is disabled by default, and should NOT be used unless you know what you are doing.
This was done in order to avoid breaking most scenarios where e.g. radars are placed in the middle of forests or urban sprawls without blockage considerations (Recent example: https://www.matrixgames.com/forums/view ... 6#p5084166 ).
* TWEAK: [DX11 renderer] Latitude/longitude grid runs much faster and does not have missing latitude and longitude lines at certain zoom levels and places. Longitude labels near the south pole behave as they do near the north pole - staying near 70S and not bunching up further toward the pole. Latitude and longitude lines appear solid without dashes even with Day + Night Lighting enabled.
* TWEAK: [UI] Speed increase on Doctrine window refresh when editing WRA while many tree-nodes are expanded
* TWEAK: [Lua] GetMissions - allow name or guid as input
* TWEAK: Machine information in exception log and current scenario and current database info in written exceptions
* TWEAK: [MDSP] No preplanned weapon usage into No Data
* TWEAK: Cargo Delivery mission now supports vehicle self-transport; Now with bonus message log output when units complete (or cannot continue) cargo mission
* TWEAK: [Lua] UseCustomIntermittentEmissionOnly added as a unit's scope attribute
* TWEAK: [Lua] ScenEdit_HostUnitToParent: Changed to allow more common parameters to make it clear like UnitName, HostBaseNameOrID and AssignedBaseNameOrID. Also added ability to add the host base (docked/parked) and the assigned base in same statement
* TWEAK: Updated Cargo load/unload times to handle combinations of towed / carried / personnel cargo
* TWEAK: #14922: Intermittent emission feedback was not hidden when no sensor was active.
* Various simulation performance tweaks
* FIXED: Error Exception (Command v1.05 - Build 1307.5)(Ref: https://www.matrixgames.com/forums/view ... 0&t=393874 )
* FIXED: [B1307.9] Surface duct effect (sonar) persists at deeper depths (Ref: https://www.matrixgames.com/forums/view ... 0&t=393911 ). Tweaked this so that the benefit of surface ducting begins (very slightly) at 50m depth and increases in percentage as the sensor and/or the target nears the surface. The maximum benefit (1.5x of nominal direct-path range) happens only when both the sensor and the target are on the surface.
* Fixed: Exception in Formation editor
* Fixed: Export of group members not working unless showing Unit View
* FIXED: Destroyed leaders were not passing the group flightplan to the next leader, causing the flightplan to be lost
* FIXED: Incompatible Flight Plans and Aircraft Armaments - Investigating a Potential Issue
* FIXED: Severe performance issue when checking if a specific table column exists on the database.
* FIXED: MDSP #5 Tutorial Oddness
* FIXED: [B1307.5] Mission Editor (Activation Time) crash
* FIxed: Pre-planned Strike Missions Broken in Build 1307.9
* Fixed: DB viewer crash when no DB link established
* Fixed: [B1307.8] Lua SetTrigger ExitArea not works as expected
* Fixed: Land Cover Masking checkbox shouldn't show up on waypoint (in Speed/Alt window) if unit isn't capable
* FIXED: "Scenario Features" window buttons not visible because window was too small
* FIXED: Game crash if SlugTrail_Lifetime is 0
* FIXED: Mission-level WRA does not elaborate on "Inherited"
* FIXED: [B1307.6] Flight Leader Bug During Auto Engage
* FIXED: Outlines of transparent text (on UI barks etc.) match the transparency of the text
* ADDED: [B1307.8] Strike Planner Shows Same Target for Multiple Flights
* FIXED: Various (crash/behaviour) fixes and tweaks for vehicles
* FIXED: Mission areas/courses overlays display when enabled in Map Settings
* FIXED: [Lua][B1307.7] GetMissions() return all missions
* FIXED: [Lua] Made errors clear for interactive use
* FIXED: [B1307.7] Error in Exception Handler pop-up
* FIXED: "New Ground Unit Contact" being placed in "New Contact" message type instead of "New Gound Contact"
* FIXED: #14910: Units not Obeying WRA
* FIXED: [B1315] Exception Error
* Fixed: RP Interpolation for zone was duplicating a RP
* FIXED: ACs with standoff weapons where flying toward the target after the weapon launch
* FIXED: Special Message Window Sizing
* FIXED: [Lua] ScenEdit_SetUnit may return "ERROR: Object reference not sets to an instance of an object"
* FIXED: #14909: Add "Ground Units" to Event Triggers
* FIXED: #14956: Crash occuring when interacting with a destroyed event in the UI
* FIXED: #14954: Specs fetch in benchmark
* FIXED: Weapon expenditure count on Losses & Expenditures window
* FIXED: CTD when editing or creating nav or exclusion zones when no side is defined
* FIXED: CTD when attempting to merge units without defined side (such as in the starting menu)
* FIXED: CTD when selecting quick turn around without defined side (such as in the starting menu)
* FIXED: CTD when RTB a unit without defined side (such as in the starting menu)
* FIXED: CTD when opening doctrine form in starting menu
* FIXED: DB Viewer shows 'On Water' for amphibious vehicles with only one engine alt-band
* FIXED: SQLite exceptions causing missing units when rebuilding a scenario and using an INI file
* FIXED: Incompatible Flight Plans and Aircraft Armaments - Investigating a Potential Issue
* FIXED: If a sensor tracking/illuminating a target for fire-control is not able to re-acquire, stop tracking the target even if it is still detecting by another non-tracking sensor
* FIXED: AAW missiles with mid-course datalink guidance could be guided even if the guidance provider was tracking the target with a non-AAW-FC-grade sensor (e.g. Mk1 Eyeball)
* FIXED: AAW missiles with a <5-sec burn time (e.g. SR-AAMs) were not accelerating fast enough in order to reach their maximum speed-at-altitude at burnout
* FIXED: #14945: Scenario "pausing" every minute
* FIXED: #14938: Issues with manual Firing allocation of certain weapons
* FIXED: #14932: Not firing the rounds it should
* FIXED: #14942: [Lua] Group operator not working in ScenEdit_SetUnit Function
* FIXED: #14919: [Lua] Waypoints Assigned to Groups Aren’t Followed
* FIXED: #14927: [B1307.9] Order of battle Exception
* FIXED: #14924: [B1307.9] Filtering of flight plans is not working well when flightplan is opened from mission editor
* FIXED: GMTI & SAR modifiers against mobile aimpoint facilities were not also applied to new-annex ground vehicles
* FIXED: Aircraft sometimes not returning to EMCON properly after aerial refueling
* FIXED: Typo causing repeated exception trying to determine sonobouy icon
* FIXED: Distance scale missing in DX11 renderer
* FIXED: ACs sometimes never firing (incorrect salvo shooter calculation)
* FIXED: Messages with identical timestamp shown out of sequence in message log UI
* FIXED: #14963: [B1307.11] Mission Editor Home base selection not showing grouped airbases
* FIXED: ACs were not engaging properly with automatic fire if they where not assigned to a Mission
* FIXED: Fake-emitter unit fails to fool ESM detector
* FIXED: Aircraft NOT on mission may have its status set to "RTB - Mission over"
* FIXED: Messages with identical time stamp shown out of sequence in message log UI
* FIXED: Units with emitting sensors or radars and without any weapons other then guns are considered as "Unspecified radar" when retrieving Target type for WRA
* FIXED: Exclusion of drop target option in Shift+RMB unit interaction, that could lead to issue when selected a contact without a selected active unit
* FIXED: [Lua] Issue with ScenEdit_HostUnitToParent
* FIXED: Another crash occuring in engage target for undefined weapon
* Includes fixes and tweaks on the following scenarios, by Brandon:
- Chains Of War #1 - Blue Dawn
- Command LIVE - Kuril Sunrise
- Command Showcase - Queen Elizabeth
- Choking Halifax
- Raid On Kismayo

