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So… we dedicated ourselves to building a whole new environment for WARNO - Tropic Storm, not only new maps to reflect the expansion's exotic nature but also a full-blown Army General campaign.






The variety of tactical battles is not going away. Start a new Army General campaign and the maps assigned to a given location will be different from your previous playthrough. You get consistency within a campaign, but you are not locked into repeating the same battlefields at the same points ad nauseam with each new playthrough.
With Army General in WARNO - Tropic Storm, we are changing the defending AI’s self-assessment. Instead of treating every available (human) attacking pawn as certain to join the fight, it will make an educated guess about which pawns they’re likely to commit. Their relative strength, fatigue levels, and ability to fight in subsequent turns will be factors the AI will use to shape its estimate. The computer will then decide which of its own pawns it will send into battle.
The goal is not to make the AI recklessly commit all of its battalions in a hopeless fight, nor to guarantee a huge set-piece battle whenever the opportunity presents itself. It can still decide to preserve its forces. In our tests, the more varied AI approach has already shown that major battles against a defending AI happen more often, without the computer simply throwing away its army.
To solve the underlying Fatigue issue, we are considering reducing the Fatigue points from an autoresolved Total Victory from two to one point. This would make clear-cut wins less punishing for the attackers. It will also help with objectives occupied by many enemy battalions: when these pawns have been defeated across several engagements and repeatedly exhaust your whole attacking force, taking the final objective can feel like a chore or out of reach. This proposed solution should change that.

Check out the new and updated Cuban units below.





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