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Close Combat: The Bloody First has been updated to v1.00.06

 
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Close Combat: The Bloody First has been updated to v1.0... - 11/19/2019 3:51:43 PM   
Daniele

 

Posts: 1812
Joined: 2/7/2015
Status: offline
Close Combat: The Bloody First has been updated to v1.00.06.

This update brings many improvements to the game:

• The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target;
• Soldier fatigue and morale levels now recover every time you start a new Operation;
• AI units with existing orders won't be given a new order unless their situation changes;
• Fix for possible crash when the last weapon in battery of artillery or mortar support fires;

and many more!

Have a look at the changelog below.

You can download the update from here

v1.00.06

• The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target.

• Warning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.

• Warning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.

• Exiting a saved game from the Debrief screen and reloading the save now returns to the Debrief Screen instead of the Planning Screen.

• Returning to the Planning Screen after having selecting your order choice will show only the order info for the order you selected.

• Cursor no longer moves itself when entering / deleting text in the saved game name field.

• Soldier fatigue and morale levels now recover every time you start a new Operation.

• Operations are no longer shown as 'Completed' on the saved game list unless they really are.

• Added better fallback handling for unusual deployment situations -- units should always be placed somewhere in player controlled territory at the start of a battle.

• Pathfinder no longer avoids stationary vehicles that are not visible to the player.

• AI recon units no longer repeatedly switch destinations while seeking contact.

• AI command units no longer move to rally distant units if there are units to be rallied where they are.

• An AI unit assigned to capture a VL won't keep trying to move toward the VL if it is engaging a target.

• AI units with existing orders won't be given a new order unless their situation changes.

• Fixed case where dynamic terrain damage objects could appear at 100x normal size.

• Fix for possible crash when the last weapon in battery of artillery or mortar support fires.

• Fix for possible crash when expending last use of Illumination support.

• Fix for host stuck on the save dialog starting a new multiplayer game after disconnecting from a previous game.

• Fix for case where soldiers / vehicles could spin in place after unit was given a Defend or Ambush order while the mouse was over the unit itself.

• Fixed case where machine gun weapon model was not visible until the gunner moved.

• Fix for Fire Support 'Area of Effect' ring not displaying if the fire support weapons weren't currently loaded.

• Units without a FIRE order from the player will not take blind shots unless at point blank range. They will indicated a 'BAD SHOT' instead.

• Units on DEFEND or AMBUSH will now fire at vehicles they can't penetrate if there is a reasonable chance of causing non-penetrating damage (tracks, gun hits, and crew hits from spalling.)

• Units ordered to FIRE at an enemy vehicle will now fire if there is any chance of penetrating target armor OR any chance of causing non-penetrating damage, even if those chances are low. If there is no chance of either the Fire order will fail with 'We can't hurt that.'

• Berserk soldiers will now charge toward the nearest uncontrolled VL if they have no spotted enemy to charge and they choose not to fire their weapon instead.

• Fixed bug where non-penetrating damage to vehicles was causing more crew hits than intended.

• Fixed bug where soldier could assault an unspotted enemy soldier if they were within 20m.

• Fixed a bug where reloading would deducted a full clip of ammo even when some of that ammo type was already loaded.

• Fixed an issue where a vehicle on steep terrain could still refuse to fire with a 'Steep Angle' state even when vehicle was angled in a way that would make the shot possible.

• Indirect fire weapons now check for vehicles without any turret top armor when evaluating kill chance.

• Vehicles in the open benefit much less from being camouflaged.

• Users with multiple user names in the system, or who log in using their email name, can now log in to the multiplayer Lobby.


< Message edited by Daniele -- 11/19/2019 3:52:14 PM >
Post #: 1
RE: Close Combat: The Bloody First has been updated to ... - 11/21/2019 4:03:41 PM   
Markowicz

 

Posts: 83
Joined: 10/3/2019
Status: offline
Thank you, Daniele, and the rest of the staff for your dedication and hard work with the updates/patches.

(in reply to Daniele)
Post #: 2
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