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At DJ and Pro Audio, we're not just playing music; we're creating the soundtrack for your most memorable moments. Tristan Berrini, with 23 years of mastering the mix, stands at the forefront of event DJ excellence. In the vibrant locales of Carteret County, North Carolina, Tristan’s craft has echoed through countless celebrations, turning gatherings into grand events.…



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On The Western Front Free Download [key]

On The Western Front Free Download [key]


Download ->>> DOWNLOAD (Mirror #1)


About This Game

Grand Strategy on a Small Scale


January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single division in the meat grinder that is the Western Front. Lead your men over the top as you attempt to break the stalemate that is to claim the lives of millions over the course of years.

Are you ready to be a donkey and lead lions to their glorious deaths?

Mud and Blood


  • Command your men down to the platoon level. Build trenches, dig tunnels, set barbed wire, and more in a futile attempt to break through the enemy lines.
  • Make use of different unit types to solve the stalemate, from riflemen and machine gunners to engineers and tunnelling units.
  • Multiple shell types allow astute commanders to remain flexible. From gas shells to shrapnel, different situations call for different shells.
  • Weather and time of day will affect everything, including visibility, morale, and the structural integrity of your fortifications. Make sure to maintain them properly!

Noble Sacrifice


  • Earn Valour from your superior officers by sending your men to their deaths during full-scale offensives. Both inflicted and sustained casualties can be used to unlock upgrades - lessons learned through blood sacrifice.
  • Perform trench raids and capture enemy prisoners in order to capture intelligence.
  • Send pilots on reconnaissance missions in order scout the enemy lines and keep an eye on enemy activities.
  • If you can't break the enemy lines above ground, go underneath them and set mines that can be detonated at will.
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Title: On The Western Front
Genre: Indie, Simulation, Strategy, Early Access
Developer:
Aggroblakh
Publisher:
Aggroblakh
Release Date: 5 Oct, 2018



English



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Very tricky but really fun, cant wait for more updates
i just hope there is a way to make it easier as i seam to hjave to micromanage every unit to put it them in place
really good though. Im giving money to a concept I totally love for its development in this game. I hope it becomes as deep and as wide as it could be.. I've never experianced a developer more interested in making a quality player freindly game. game itself is a work in progress but improvements come weekly. It is already playable and for the prices of this developer you are gettimg a real bargin.. It's like Dwarf Fortress but on the Western Front.

This game, while still rough, has the potential to become something really great. It's not another hex-and-counter game where all you're doing is shuffling things around like some funny smelling cardboard wargame. It's WEGO. It's alive. The game still needs polish but on the plus side the dev is very active and within a week of me making some suggestions, they were all in the game.

That's pretty cool.

For $10 it's a relatively easy entry. If you want some detail and meat to your game and don't mind some rather simplistic graphics, give it a go.. Currently the game crashes fairly reliably after under 5 minutes of "play" ... I wish I could write something positive about it, but it's just not in a state where I can say there is. There doesn't even seem to be a crash dump collector so that the dev can learn about when there are problems; meaning that one can't expect the problems to be fixed in good time.. Im giving money to a concept I totally love for its development in this game. I hope it becomes as deep and as wide as it could be.. I cannot recommend this game at the moment simply because it keeps crashing when i try to play until this is fixed i cant recommend this. I bought this game once when it first came out i refunded it shortly after because i the game was in an extreme early phase, Then i re-bought the game in January it was fine i could play it because i play games like this but then they updated it hotfix 8 or 7 when the game kept crashing over and over again the recent update they have done didn't fix this. If you want to buy this game i recommend buying it at a later date.


Building Types and Improvements:
Hi all,

Some more content and quality of life updates this week, most of which has been requested by you guys. Keep the suggestions coming!

Bugfixes/Changes:

  • Field Kitchens
    Field Kitchens are essentially an open-ground version of field supply dumps. Only supply units are able to build field kitchens, and they start off fully stocked. However, they slowly distribute food to the units around them, and thus must be restocked using the Add Supplies command with a supply or rifle unit carrying food.



    Food and water combined are now a new supply type, and can be viewed by using a new button next to the morale value on the unit window. Reaching 0% food/water starts to reduce morale, which can affect the ability of your units to carry out attacks and defend their positions. It's worth noting this new addition breaks all your saves, since Food is now a unit attribute. Sorry for the trouble.

  • Showers/Delousing Stations
    This one's just for fun, like coffee and alcohol before it. Sending your men to the showers adds the "Deloused" effect for eight hours, which increases the rate of morale regain when resting (and also slows the rate of morale loss when food is at 0%). The "Deloused" effect also prevents men from becoming sick/wounded during heavy rain and snow.



  • Watch Duty, Rest, and Training are now click-and-drag AOE orders. Watch Duty and Rest will target trench tiles within the selected area, while Training will target open ground tiles. This allows you to select an entire group of units and have them garrison an entire stretch of trenches, or have them spread out and train over a patch of open ground instead of all being stacked on the same tile. This, along with the updated unit window, should make it easier to manage your units by allowing you to issue idle/rest orders over a small area instead of having to manually place subordinate units.



  • Tutorials were broken due to a bug with the event log. This has now been fixed.

Thanks for playing!. New Buttons:
Hi all,

Hope you're all having a good weekend. I've taken into account some of your suggestions and added a few more quality of life improvements:

  • The top right corner of the screen now contains some extra buttons which help highlight things such as which units need supplies or medical attention.



  • Players can now choose to only show units of certain types ie. only Rifle units, or only Machine Gun units, etc.
  • Turning off Fog of War is now an option. This can only be done from the Main Menu when starting a new game, not from the Pause menu.

Hope this extra information is helpful!. Grass:
Hi all,

Fairly minor update gameplay wise, but a pretty noticeable one. I've added destructible grass, since many of you asked for it to be included in the game. I've also modified the scale of the buildings on the map, making them much smaller and more realistic relative to the units in the game.



Lastly, I made it so that using the Rest order and dragging over an area would also include buildings as possible rest locations, rather than being confined to trenches/dugouts.

Hope you enjoy the game!. Fonts!:
Hi all,

The game has been crashing quite a bit, most of the time when starting a new map or returning to the main menu. I've managed to track it down to an issue with the font loading improperly. I've now changed the default font from Century Schoolbook to good old Times New Roman. It's no longer period appropriate, but at least it won't be causing issues any more.

Bugfixes/Changes:
  • Crashes when returning to the main menu or starting a new map have been fixed!
  • Font is now Times New Roman.
  • If fog of war is enabled, enemy-controlled tiles will now be seen as open ground when clicked on until they are revealed.
  • Bug in which showing unit attack ranges would reveal hidden tiles when fog of war was enabled has been addressed.
  • Line of sight has been tweaked so that units can no longer shoot over hills.
  • Some pathfinding optimizations have taken place, which hopefully makes the game run a bit smoother.
  • Elevation Map now appears above other ground tiles, making it easier to see the elevation of trenches, etc.
  • Errors in calculation of total division numbers, morale, supply, and readiness have all been fixed.
  • Bug with names and alternate names of reserve units disappearing have been fixed.
  • Default names of units now have proper notation. For instance, 1st Brigade, 2nd Battalion, C Company, 3rd Platoon is now 1/2/C/ 3rd Platoon.
  • Star shells now decrement properly when used.
  • Units supplying an area no longer distribute supplies to units outside that area.

I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!. Hotfix 4:
Hi all,

Was a bit sick this past week, so I mostly focused on small-ish things rather than adding anything totally new.

Bugfixes/Changes:
  • The Alternate Font was bugged out and would often crash when used. I've managed to track down the issue and fix it.
  • "Supply Area" order was buggy due to the units in question sometimes resupplying with invalid load types when automatically resupplying from the rear. I've fixed the issue so that units will no longer resupply with invalid load types.
  • Following on from the previous issue, units that automatically return to resupply in the rear will select load types based on the prevalence of open ground within their assigned areas/routes. More open ground means a higher probability of shells for artillery, while more trenches, comm. trenches, and the like means ammo/tools.
  • Following even further on with supply types, non-artillery units will no longer take shells from supply units.

  • Obscured units that appear when fog of war is enabled now match the colour of their faction properly instead of all looking British. This was an easy fix that really should have been a day one type thing, but it was such a minor issue that I kept putting it off.


  • AI has been improved so that it will now consolidate new forward trenches better (setting up new kitchens, field hospitals, comm. trenches) if it manages to take them from the player.
  • Readiness regain rate has been slowed in sub-optimal weather.
  • Food regain rate has been increased for units in dugouts.
  • Upgrades now actually reduce division Valour points again. I disabled this at some point for my own testing and forgot to re-enable it.
  • Hitting the ESC key while in the middle of a construction order now clears and resets the mouse cursor.
  • Pilots now cannot be withdrawn until the Wireless Radios upgrade is unlocked.
  • Wireless Radio upgrade also cuts order delay in half.

Thanks for playing!. Tweaks:
Hi all,

It's been a busy week for me personally, so I mostly focused on some more content and tweaking the AI to make things a bit more challenging.

Bugfixes/Changes:
  • More events, which are not tied to a specific staff officer
    • Disease: Increases rate of wastage even during favourable weather.
    • Officer Birthday: Choose between allowing an impromptu birthday celebration in the trenches, which decreases Readiness, or banning the celebrations, which decreases Morale.
    • Shellshocked Officer: Choose to limoger/relieve an officer or monitor him, which may result in a new trait.

  • More names for all factions.
  • Map is now 50% wider and can be scrolled from left to right. The camera can also be zoomed out a bit further to see more of the battlefield.
  • Firepower of rifle and machine gun units has been increased.
  • Enemy AI is more proactive about attacking units in no-man's land. Prior to this, players could build trenches and wires relatively unmolested by enemy fire, which is obviously unrealistic.

Thanks for playing!. New Hotness:
Hi all,

Implemented a bunch of new things based on suggestions and requests, as well as fixing some rather serious bugs with the underground component of the game.

Bugfixes/Changes:
  • Fixed issue in which underground units sent on leave would go through the ground rather than returning to the surface.
  • Building mines was broken when I added the separate Build Mode. This has now been fixed.
  • Commander traits now refresh properly when units move in and out of company command range.
  • You can now view the status of units in reserve. Selecting the top-level reserve unit in the Headquarters screen will cause a new button to appear.



  • Front-line units are no longer randomized at the start, allowing platoons to start near their company commanders. This should reduce the amount of initial micromanagement when starting a new game.
  • Units in reserve now will also treat wounded men.
  • The target selection list that appeared when using "Attack Unit" was not resizing properly when the name of a target unit was too long, causing the button to bleed out of bounds. This has been fixed for both fonts.
  • Changed the icon for AOE orders like "Suppress Area" and "Watch Duty" into a different icon, so it's easier to tell when you're actually in one of these modes.
  • Commander selection used to only show unassigned commanders. Now there it is possible to toggle unassigned commanders or all, allowing you to simply trade officers instead of having to unassign and reassign in two distinct steps.

Lastly, because I added a bunch of information to officers that needs to be saved when saving the game, your old/current saves are now broken. Sorry for the inconvenience.

Thanks for playing!. Build Submitted!:
Hi all,

A tentative Early Access build has been submitted to Valve for approval! Hopefully if all goes well I'll be able to release a playable build of the game next week. Thanks for the interest so far!. Hotfix 3:
Hi all,

Quick turnaround on this update, as there are a few bugfixes and changes that hopefully make the game a bit easier to play.

Bugfixes/Changes:
  • Underground construction works again. I had broken it when I redesigned the unit order list after adding things like field hospitals and kitchens.

  • Redesigned the "Suppress Area" command at the top of the screen. Previously, clicking it brought up a second menu which could be used to select artillery shell types. Now there is a small window with separate buttons, similar to Build Mode.



  • Scheduled artillery bombardments now are colour-coded when selected using the pop-up dialog in the top-right.





  • Cancel and Rest orders have been decoupled. Cancel orders cause units to stop what they're doing and return to an idle state, while Rest remains an AOE order in which you drag an area for your selected units to rest in.

  • Following on from the above update, Rest orders now work for artillery units. Previously, it would assume all selected units were infantry and eliminate all open ground tiles as rest positions after dragging an area. Now I've made it so that artillery units will rest on open ground, while infantry continue to use trenches or houses as rest locations.

  • The AI has been tweaked a bit so that it now attempts to build blockhouses on higher ground, as well as being more proactive in actually garrisoning them.

Thanks for playing!. Hotfix 7:
Hi all,

Due to feedback, I've released another relatively minor hotfix.

Bugfixes/Changes:
  • Hotkeys for game speed (Spacebar, +/-) now work properly and don't need you to explicitly click on the game map for them to work. Previously, the game UI overlays would override the hotkeys and accidentally click or select buttons.
  • Units can now switch interchangeably between the original naming convention and the new one I introduced this weekend. This can be toggled from the Order of Battle screen.



  • Fixed a relatively rare crash bug that would creep up if the game ran long enough, into 1916 and beyond.

I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!


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