Seasons and weather
Four seasons, each with its own colours, and weather that changes what your spotters see and where your shells land.
The Lowmarch changes with the year. The campaign runs through four seasons, from autumn to summer, each a chapter of the same war, and each one repaints the valley in its own colours. Weather comes and goes on the war clock, and it changes both what your spotters can see and where your shells land.
The four seasons
| Season | Chapter | How the valley looks |
|---|---|---|
| Autumn | Dusting off Marta | Ochre fields, orange trees, a low golden sun |
| Winter | The Long Line | Snow cover, blue shadows, trenches as dark lines; shells throw up white puffs |
| Spring | Two Rivers | Bright green, flowering orchards, rain that fills the craters |
| Summer | The Last Shell | Dry yellow fields, dust instead of mud; night fighting lit by star shells |
Autumn opens the campaign under a low golden sun, over ochre fields and orange trees.
Winter is cold, and the days are short, so more of the war happens in the dark. Snow makes every trench a dark line across white ground, and each impact throws up a white puff.
Spring turns the valley bright green, with orchards in flower. It also brings rain, and the rain fills the craters. See Terrain that remembers.
Summer dries the fields to yellow and turns the mud to dust. The war goes on into the night, lit by star shells.
See The campaign: four seasons for what each chapter brings.
Weather
Weather comes as a few presets: clear, wind, rain, snow and night. It changes on the war clock, along with day and night. Rain cuts visibility. The weather chip at the top right of both views names what the weather does to you, such as "Rain, visibility 2 km". See The war clock.
Wind
Wind direction and strength drift through the day and change with the weather. Read them on the wind sock and the weather board before you solve a shot. Distance magnifies everything: a 10 m/s side-wind pushes a 12 km shot 150 to 250 m off. See Ballistics and the firing table.
Night
Night blinds your forward spotters, whose line of sight is already blocked by hills and smoke. Firing at night also adds more exposure than firing by day, so night shots give Old Marta away faster. See Recon: spotters, balloons and planes and Exposure and moving the gun.
A star shell lights a 200 m circle at night. Use it for night fighting and to reveal raids. See Shells.