HSHOT SPOTSSTEEL DOMINIONHOT SPOTS / CAMPAIGN CONTROL

Release notes

Short summaries of changes in this installation, newest first.

v433 · Optional sidebar navigation

Choose the optional sidebar or keep the existing menu; the preference is saved for the current account in this browser. Open context-aware task sections while retaining existing links, permissions and the server-rendered fallback. Save changes to existing equipment in place, with retained validation values, stale-revision review and interrupted-response protection.

v432 · Grey out invalid weapon Fire buttons

Disable and grey weapons unavailable at the current range, unable to fire indirectly, inoperable or without ranged capability. Clear unrolled selections invalidated by a range change and update projected heat; retain recorded dice and frozen declarations.

v431 · Weapon and range matrix for attack declarations

Choose a range from buttons above a separate weapon matrix at the bottom of Override GATOR and Alpha Strike SATOR. Toggle individual weapon rows; selected weapons show final TNs in the active range column, while other cells retain range/weapon modifiers. Update projected heat as weapons are selected; retain all weapon rows, unavailable-band markings, saved-roll locks and Classic hex ranges.

v430 · Mobile GATOR workflow and legacy movement choices

Use GATOR for Override, with vertical Gunnery, Attacker, Target and Other modifier details after choosing target and range. Select eligible weapons with large pressed-state buttons showing heat, damage, hit modifier and final TN. Refresh authorized legacy movement facts before showing missing movement choices; preserve actual declarations, damage and saved dice.

v429 · Guided attacks through saved dice resolution

Keep GATOR/SATOR declarations and dice visible through group confirmation, including pending indirect attacks. Prompt for range, woods, cover, spotter and other modifiers; resolve individual manual/app dice or a saved automatic sequence. Record attempted weapon heat, retain one roll per weapon/TIC, and recover missing current-turn movement explicitly. Preserve the workspace eight-hour application idle limit and verify sign-in recovery; hosting PHP session retention remains a separate setting.

v428 · Weapon heat forecasts and attack planning

Show conditional weapon-group heat before confirming fire. Preview GATOR/SATOR using crew, confirmed movement, target TMM, range and an editable Other modifier. Show names without internal IDs in indirect-fire selectors.

v427 · Declare movement in the initiative overview

Choose and confirm movement directly in each eligible player unit row, with current values, TMM, attack preview and Classic hexes moved. Keep overview and sheet rules synchronized through the shared movement policy; retain role protections, movement checks and automatic group completion. Stack movement rows on mobile and show saved modes for completed units.

v426 · Track generated heat and apply cooling

Classic and Override Mek heat is derived from movement, saved fired weapons/TICs and recorded external/equipment sources; end-turn cooling applies once. Add a heat budget bar against working sink capacity. Keep the heat scale read-only until cooling is applied. Remove the separate pilot/heat editor button; use native pilot boxes directly and prevent heat clicks from opening location damage.

v425 · Movement confirmation and whole-location damage selection

Confirming the final unit movement in an initiative group also advances that group, without a second group confirmation. Select damage anywhere inside Classic and Override Mek body outlines, including rear armor and separate limbs.

v424 · Clear unit status and action buttons

Remove campaign optional-rule descriptions from unit status while retaining movement, attack and heat information. Use gold-filled normal and secondary action buttons with black text for clearer contrast on light and dark surfaces.

v423 · Campaign combat options

Let GMs select combat-system optional rules in Campaign options or Assistant options, with separate tracker and tabletop guidance. Enable Override Run ’N Gun with its attack modifier, sprint TMM and heat guidance, voluntary prone, prone modifiers and limited damage transfer. Keep confirmed movement and pending damage snapshots stable when the GM changes options.

v422 · Movement mode declarations

Choose Walk, Run or Alpha Strike Sprint, Jump, or Stationary from the unit sheet, with current movement values and TMM. Preview the weapon attack modifier and confirm the movement choice for use during combat; Classic records actual hexes moved.

v421 · Faction-colored dice

Derive dice body, pip and trim colors from each of the 110 faction emblems, with contrasting pips and readable logo backing. Show the finished 3D die in Dice appearance using the same renderer and palette as live rolls.

v420 · Aligned desktop menu controls

Align Home and desktop dropdown labels with shared typography, padding and control height. Preserve wrapped menus, mobile navigation, dropdown links and the server-rendered fallback.

v419 · Expanded faction dice logos

Expand Dice appearance from 15 to 110 logo choices, including every image in the live Sarna faction gallery plus archive-only factions. Keep existing faction preferences, add alphabetic browsing and type filtering, and validate every local image and gallery entry.