Patch Notes

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Patch Notes

0.3.5.1

Additions:

Added when the ZOC overlay is active hovering the cursor over hexes adjacent to enemy units will show all enemy hexes (shaded yellow) that could be involved in a deliberate attack originating from the selected position.
Added missing Tobruk Eastern Offensive scenario overview map.

Changes:

Changed Reinforcement points modified on Philda strike counter strike
    -REDFOR turn 10 reinforcement moved to turn 12 in order to make the counter attack situation more fluid.

Fixes:

Resolved some missclassed support units in the Soviet orders of battle.

0.3.5.0

Changes:

Changed Tobruk Offensive scenario – removed forward minefields, second line mines and forts are unchanged.

Additions:

Added Tobruk Eastern Offensive – similar to the original Tobruk Offensive, this scenario is played east to west and will tend to emphasize more mobile combat.

Added engineering (fortress construction and bridging) options to the majority of scenarios.

Fixes:

Fixed various unit errors in the Allied OBs.

0.3.4.9

Fixes:

Fixed missing detachment options on several units.
Fixed Tobruk Offensive Defender reinforcement points.

Additions:

Added missing Italian mountain, infantry and reconnaissance brigade counters.

Changes:

Changed BLUFOR starting and reinforcement points for Philda Strike and Counter Strike.
-3 brigades have been removed from the starting deployment and readded as turn 2 reinforcements. This should allow the attacker to progress more quickly initially and make the scenario more balanced.
 

0.3.4.8
 

Changes:

Changed the behavior of the bridging order. When ordered to bridge engineering units will now have their stacking value reduced to 0 and defend at half strength. This should make opposed river crossing more feasible by allowing the attacker to commit 4 stacking points (2 regiments) of force directly into a crossing.
-additionally, engineers may now be issues a bridging order on previously completed temporary bridges, and bridging orders will no longer automatically clear once the bridge is finished.  Allowing engineers to maintain the bridge without creating a stacking problem for crossing units.
-this change only effects temporary bridges, it does not apply to the bridge repair order.

0.3.4.7

Fixes:

Fixed missing Soviet paratroop artillery regiment counter.
Fixed Lake Okum Mobile Warfare scenario had incorrect starting brigade numbers.
Fixed various OB errors with Soviet and Allied orders of battle.

Additions:

Added new scenario, Philda Strike and Counter Strike.

0.3.4.6

Fixes:

Fixed an error that could cause supply depots to spawn out to sea in Random Sicily scenarios.
Fixed an infrequent error that could cause the game to hang while looking for an objective in random scenarios.
Fixed an error that could cause multiple intel screens to open when the intel button was pressed while looking at the combat list.
Fixed a missing town on the Traonienn River map.

Changes:

Changed the in game chat button will now slowly flash when chat messages are received.

Removed fanatic modifier from Soviet Guards with Hold and Defend order. Guards retain 50% fanatical combat bonus during Hasty and Deliberate attacks.

0.3.4.5

Additions:

The movement mode will now automatically clear when the moving unit has expended ALL movement points - instead of forcing the player to right click to clear the mode.

Fixes:

Fixed an error that could allow the REDFOR (Attacking) player to enter random scenarios before the BLUFOR (defending) player had submitted their turn - BLUFOR must submit a turn before the REDFOR player will have an objective or deployment zones in a random scenario.

Changes:

The requisition point mechanic has been significantly overhauled in Sand Table Scenarios. When creating a new game instead of selecting a point range for a scenario, the player will now select a brigade range. When a scenario is loaded the specified number of brigades is converted into points modified by the selected nation and year. Unit selection and purchasing remains unchanged.

-By moving away from the previous fixed point system this change will provide better scenario balance and allow for more flexible scenario design, as the number of points will now scale to the appropriate nation and year instead of being a fixed value that was too high for some years and too low for others.

The cost calculation for air units has been refactored according to game play effect and capability. In general air power will now be less expensive to buy, although bombers are more expensive than they were.  

0.3.4.4

Additions:

Added random scenario mode to the Sicily map.

Fixes:

Fixed some duplicate units on the British and American OBs.

0.3.4.3

Additions:

Added Pressing Shift-B with units selected will now form a battle group.
Added Pressing Shift-D with a unit display open will detach the first attachment.

Fixes:

Improved main menu auto reconnect code when server connection is interrupted.

Changes:

Changed Artillery barrage is now more effective and has a higher chance of causing casualties.

 

0.3.3.7

Additions:
Added a new random game mode to Traionnian River Front – Random Mode will generate a short attack/defense scenario around a random point on the map.
-BLUFOR will defend and must load and submit the first turn before REDFOR may deploy.
-This feature is currently in testing, if the generated objective is undesirable or unplayable simply reload the scenario without loading a turn save before submitting BLUFOR’s first turn. This will regenerate the objective and deployment hexes.
-To see the objective at any time visit the Intel screen.

Added a new scenario, Strike and Counter Strike to the Ardennes map.
-In this scenario a weak BLUFOR force must attempt to stall a stronger REDFOR force until a major counter attack can be mounted. While REDFOR must attempt to move quickly initially in order to seize objectives and dig in to resist the counter blow.

Changes:
Changed Tobruk Force Recon scenario, removed the forward mine field and slightly readjusted points and changed victory conditions in order to provide for a better attack/counter attack dynamic.

Changed Philda Mobile Warfare, starting points have been lowered to encourage a more mobile early game, gradually building to a larger engagement as territory is captured.

Fixes:
Changed surface render code in unit displays, this will hopefully address performance issues when interacting with large numbers of unit displays on some machines.

 

Build 0.3.3.1

Fixes:
Fixed an error that could cause the 75% combined arms modifier to fail - air support missions were failing to execute if a turn save was loaded prior to submitting the turn.
Fixed an error that caused player created forts to fail to appear after loading a turn save.

Changes:
Changed the availability of bombers to all Sand Table orders of battle, in order to reduce excessive bombing.
Changed fort graphics now appear on the map by default, instead of in the facilities overlay.
Changed the combat effect of forts, level 1 forts now have a .5 combat modifier.
Changed the cost to increase training level to elite has been increased by 15% and crack by 25%.

Additions:
Added combat engineering system and fortress suppression and reduction. Suppressed fortifications lose one level of combat effect for the duration of the turn. Reduced fortifications lose one level permanently.
- In battles the combat engineering factor (CEF) is determined as the total combat engineering
  points in an attacking force plus one half of all artillery and air support points.
*10% chance of suppression above 75 CEF rising to 70% with 500 CEF.
*10% chance of reducing a fort above 275 CEF rising to 40% with 350 CEF.
- Artillery barrage may suppress, but not reduce forts.
*10% chance of suppression above 40 barrage strength rising to 50% at 500.
- Air bombardment may suppress forts, 10% chance.

Added combat engineering value to unit info cards.
Added specific combat engineering and construction values to weapon system cards.
Added Lake Okum scenarios.

Build: 0.3.2.8

Updated Philda map graphic to reflect the removal of a forest hex in the north and the addition of a new town in the south.

Fixed supply range on Philda Sector, cities will no longer show 0 range supply depots in the supply overlay.

Added engineering to the Tobruk Sand Table scenarios the attacker may now breach minefields on both the Tobruk Offensive and Force Recon maps.

 

Build: 0.3.2.6

This build primarily resolves minor issues with scenarios that have been uncovered since closed beta testing begun, and introduces changes to the tutorial based on player feedback.

 

Fixes:

Corrected scenario description for Traonienn Eastern Offensive – previous description did not indicate the correct victory conditions.

Corrected a slope on the eastern side of the Tobruk map that was miscast as an escarpment.

Resolved the missing turn 11 British reinforcement units in the Battle of Gazala scenario – the 1st Armoured Brigade Group and accompanying reinforcements should now arrive as indicated.

 

Changes:

Tutorial has been split into two parts, an interface tutorial and a combat mechanics tutorial.

Added the historical British minefields to the Tobruk Force Recon and the Tobruk Offensive Sand Table scenarios.