Tigers on the Hunt Version V1.0.2.7 Patch Notes
Posted: Wed May 11, 2016 11:22 am
Since its initial release, Tigers on the Hunt has been able to capture the essence of old classic wargames.
Employing hundreds of units and a vicious AI, Tigers on the Hunt has been further implemented by the community with tons of new content, including ASL-oriented mods and custom scenarios!
Today developer studio Siliconsoft Systems Inc. is very proud to announce their first update, bringing the game to version V1.0.2.7! This new version brings a lot of improvements, making the game more immersive than ever!
With this update, a Leader may fire Bazooka (or a Pazerschreck, Panzerfaust and PIAT), AFV have a better performance in taking objectives upon hills and now is possible to transfer Support Weapons/Ordnance between two personnel units in the same hex!
Be sure to check the entire changelog below!
You can download the update from here
Grab the game now!
Version 1.0.2.7 Changelog
Bug fixes:
• Resolutions 1200 x 800 and 2560 x 1440 should be now properly working (this was part of Zero Day Patch)
• AI, Immobilized turret-less AFV will not try to look for target outside of its covered arc
• or engage enemy outside of its covered arc
• AI, some half-tracks would not have defensive fire marker when they defensively fired
• AI, sometimes AFVs had hard time taking objectives up hill
• Improved AI AFV pathfinding (this was part of Zero Day Patch)
• Improved LOS processing, fixed blind hexes and other issues
• Pinned units cannot rout in Rout Segment
• Broken/Broken+ units cannot move in Advance Segment
• Selecting Ordnance that is not attached to a personnel unit should not crash the game
• The following British AFVs don't fire AP, only HEAT: CHURCHILL V Heavy Tank,
• CHURCHILL VIII Heavy Tank, CENTAUR IV Medium Tank, CROMWELL VI
• Medium Tank and CROMWELL VIII Medium Tank.
• AI, Only Leaders may pick up Radio Support Weapon
• For resolutions 1024x768 and 1200x800, the action log window was resized
• AI being stuck in infinite loop
• When Ordnance/AFV runs out of HE round, the Infantry Target Type button on the
• Target Type dialog will be disabled
• Terrain.png, one of the stone buildings had incorrect mask
• AFV being stuck in Close Combat
• Pinned Personnel Unit can still fire ATR support weapon
• Terrain.png, Assault Fire should be associated with 1st Line SMG (and not 1st Line) for
• the Russian Side
• A Leader may fire Bazooka, Pazerschreck, Panzerfaust and PIAT
• Updated manual, 8.2.2 Support Weapons list - what support weapon may be used by A Leader
• KV-2 rotating turret issue
• When OBA fires off the screen, the game should now scroll to the location
• When an AI unit routs and becomes visible, the game should now scroll to the location
• A Leader may fire a support weapon or direct fire but not both
• AI/Player Personnel Units that are Out of Command may still fire into adjacent hex during enemy Movement Segment.
• AI, if a scenario has both Human player and AI Exit hexes feature, AI will focus on its own exit hexes first.
• Campaign Game, during the day part or the night part the scenario Attributes dialog will correctly show day or night icon.
• Setup Zone Hexes will not properly show covered arc symbol.
• AI, improved personnel units movement in attack scenarios.
• Scenario Editor tiles placement and validations
Note: This is not a complete list, just the major items.
New Features:
• Added keyboard shortcuts
• Added Menu accelerators
• Added support to disable all sound effects (speeds up gameplay)
• Added transferring Support Weapons/Ordnance between two personnel units in the same hex, in the Administrative Segment only (activated by the < w > key on the keyboard)
• A scenario LOS visibility can be now set up to 26 hexes in the scenario editor
• Added white dot graphical feature for display (can be turned on/off)
• Campaign Game, for every new day; all personnel units, AFV will be in good order. All Support Weapons, Ordnance and AFVs will have their weapons repaired. Immobilized AFVs will check for Immobilization Removal.
• Scenario configuration dialog, made "scenario ends because a side lost all of its units" feature optional
• Jump Map will now be displayed until dismissed by right clicking anywhere inside the Jump Map window
Employing hundreds of units and a vicious AI, Tigers on the Hunt has been further implemented by the community with tons of new content, including ASL-oriented mods and custom scenarios!
Today developer studio Siliconsoft Systems Inc. is very proud to announce their first update, bringing the game to version V1.0.2.7! This new version brings a lot of improvements, making the game more immersive than ever!
With this update, a Leader may fire Bazooka (or a Pazerschreck, Panzerfaust and PIAT), AFV have a better performance in taking objectives upon hills and now is possible to transfer Support Weapons/Ordnance between two personnel units in the same hex!
Be sure to check the entire changelog below!
You can download the update from here
Grab the game now!
Version 1.0.2.7 Changelog
Bug fixes:
• Resolutions 1200 x 800 and 2560 x 1440 should be now properly working (this was part of Zero Day Patch)
• AI, Immobilized turret-less AFV will not try to look for target outside of its covered arc
• or engage enemy outside of its covered arc
• AI, some half-tracks would not have defensive fire marker when they defensively fired
• AI, sometimes AFVs had hard time taking objectives up hill
• Improved AI AFV pathfinding (this was part of Zero Day Patch)
• Improved LOS processing, fixed blind hexes and other issues
• Pinned units cannot rout in Rout Segment
• Broken/Broken+ units cannot move in Advance Segment
• Selecting Ordnance that is not attached to a personnel unit should not crash the game
• The following British AFVs don't fire AP, only HEAT: CHURCHILL V Heavy Tank,
• CHURCHILL VIII Heavy Tank, CENTAUR IV Medium Tank, CROMWELL VI
• Medium Tank and CROMWELL VIII Medium Tank.
• AI, Only Leaders may pick up Radio Support Weapon
• For resolutions 1024x768 and 1200x800, the action log window was resized
• AI being stuck in infinite loop
• When Ordnance/AFV runs out of HE round, the Infantry Target Type button on the
• Target Type dialog will be disabled
• Terrain.png, one of the stone buildings had incorrect mask
• AFV being stuck in Close Combat
• Pinned Personnel Unit can still fire ATR support weapon
• Terrain.png, Assault Fire should be associated with 1st Line SMG (and not 1st Line) for
• the Russian Side
• A Leader may fire Bazooka, Pazerschreck, Panzerfaust and PIAT
• Updated manual, 8.2.2 Support Weapons list - what support weapon may be used by A Leader
• KV-2 rotating turret issue
• When OBA fires off the screen, the game should now scroll to the location
• When an AI unit routs and becomes visible, the game should now scroll to the location
• A Leader may fire a support weapon or direct fire but not both
• AI/Player Personnel Units that are Out of Command may still fire into adjacent hex during enemy Movement Segment.
• AI, if a scenario has both Human player and AI Exit hexes feature, AI will focus on its own exit hexes first.
• Campaign Game, during the day part or the night part the scenario Attributes dialog will correctly show day or night icon.
• Setup Zone Hexes will not properly show covered arc symbol.
• AI, improved personnel units movement in attack scenarios.
• Scenario Editor tiles placement and validations
Note: This is not a complete list, just the major items.
New Features:
• Added keyboard shortcuts
• Added Menu accelerators
• Added support to disable all sound effects (speeds up gameplay)
• Added transferring Support Weapons/Ordnance between two personnel units in the same hex, in the Administrative Segment only (activated by the < w > key on the keyboard)
• A scenario LOS visibility can be now set up to 26 hexes in the scenario editor
• Added white dot graphical feature for display (can be turned on/off)
• Campaign Game, for every new day; all personnel units, AFV will be in good order. All Support Weapons, Ordnance and AFVs will have their weapons repaired. Immobilized AFVs will check for Immobilization Removal.
• Scenario configuration dialog, made "scenario ends because a side lost all of its units" feature optional
• Jump Map will now be displayed until dismissed by right clicking anywhere inside the Jump Map window


