Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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The release of the patch is imminent, either tonight or tomorrow. The list of fixes has been frozen and final testing has been completed. I'm pleased to see UV maturing before my eyes with new features, bug fixes and interface enhancements. Lots of work continues to go into UV every day from both 2 by 3 and Matrix. With that in mind, I want to post here the list from the upcoming patch readme and also discuss the plans for the next patch. We originally planned for this to be focused on the rare but extant crash bugs that still plague a few players. Unfortunately, as we were working on isolating and fixing those bugs, several issues arose relating to PBEM cheating. This, to us, is a major priority because it potentially affects all players and can ruin the best part of UV, playing it against another wargamer. Diverting to address the PBEM problems created somewhat of a "parallel" patch to the originally planned one. As you'll see in the list below, it is as hefty as any of the previous patches. However, many more things were addressed that affected play balance than we originally expected. With that said, I want to assure the folks who may still have issues they feel are more important than what was addressed here that we remain on the job. The high priority list for the next patch consists almost exclusively of the rare lockup / CTDs that have been reported by a few players. In fact, as this patch is released, work continues to bring the next patch out as quickly as is feasible. And so, without further ado... Matrix Games - 07/23/2002 Copyright 2002 All Rights Reserved = Patch Items for Uncommon Valor version 1.20 = 1) Air groups attacking at 100 feet should now say so in the combat reports. 2) Air flights attacking at 100 feet are being allowed to climb away from target to 1000 feet before receiving post attack anti-aircraft fire. Fixed. They should now receive anti-aircraft fire at 100 feet, after attack. 3) Skip bombing does not work as the manual describes. Fixed. Skip bombing by Allied level bombers with altitude set to 100 feet should now occur with experienced pilots. 4) Combat air patrol aircraft should now take less disruption, when attacking bombers, which will allow for greater effect. 5) The bombing formulas have been rewritten. Level bombers attacking at very low altitude should no longer bomb quite so accurately. 6) Low flying level bombers using torpedoes should now take less disruption from anti-aircraft attacks than level bombers using bombs, as the release point is more distant. 7) Level bombers flying at low level with low morale now bomb with less accuracy. 8) If after a low level bombing mission by level bombers, more than one half the planes of the group have been damaged, the group now suffers reduced morale until altitude is set above low level for future missions or ready planes exceed damaged planes. 9) Level bombers flying low-level missions now have reduced accuracy, if anti-aircraft is very heavy or there is a lot of CAP. 10) Less experienced level bomber crews, who are severely disrupted and receiving anti-aircraft fire, will now sometimes release bomb load early. 11) Allied level bombers, such as the B-17, B-25 and B-26 are gaining full benefit from the Norden bombsite at low altitudes. Fixed. At altitudes less than 6000 feet, the targeting bonus from the Norden is now sharply attenuated. 12) Level bombers may no longer achieve multiple bomb hits against naval vessels. The number of bombs in the string does still increase the chance of hitting. 13) Very large bombers now take longer to repair, after being damaged. 14) Non-combat troop formations now appear on the land combat resolution screen. 15) Land combat calculations have been adjusted to allow non-combat troops greater ability to engage combat troops. 16) Non-combat troops should no longer automatically surrender or commit suicide, when the base in which they are located is captured. 17) The percentage progress in building airfields, ports and fortifications are now displayed on the base screen. 18) Spotting chance at medium range for naval search missions has been increased. This may help level bombers find and attack Tokyo Express task forces more often. 19) A security breach which allowed player two to see turn resolution early has been corrected. 20) A player may select to load a land based unit into a transport take force, cancel loading or choose to unload the unit repeatedly within one turn and load the entire unit, which might normally take two or three turns because the loading routine leaves 100 operation points for loading supplies. This is undesirable. Fixed. It is no longer possible to do this. 21) Left clicking on a friendly land based unit within a hex that contains more than one friendly unit, but no base, causes a pop out to appear in which the player should select the desired unit and sometimes contains units not in that hex. Fixed. Clicking in this fashion now selects the first unit in the hex. 22) Allied anti-submarine warfare capabilities need enhancement. Fixed. Allied anti-submarine vessels should now perform better. Other Allied ships, such as transports, should now have a better chance of forcing Japanese submarines to attack while submerged by use of the deck gun. 23) The computer opponent does not garrison important bases, such as Truk and Cairns adequately. Fixed. New routines now insure that important bases have adequate combat troops. 24) The units load cost needs to be added to the unit data screen. Done. 25) Pilots are not being properly transferred to the new base, when there are two or more of the same aircraft at the source base and some planes are damage. Fixed. Should work, now. 26) Submarines are sometimes firing torpedoes at barges and PT boats. Fixed. They should no longer so do. 27) The list all ships list-box should now reload more quickly after the player selects a ships from within, to view. 28) Some players feel that lopsided battles between large and small task forces allow the smaller force to fire too many times. Fixed. The routines that determine order and quantity of fire have been rewritten. 29) In the naval combat screen, ships that have not been spotted well enough to target no longer have the name of the ship printed. Once they have been identified well enough to be targeted, the name appears. Ships which have no name printed may be hidden in fog or rain, too far away to be seen, behind another ship, behind smoke generated by destroyers or burning ships or for some other reason not engaged in combat. Note that a ship may sometimes fire and still not be spotted. 30) Increased maximum daytime naval combat range from 17,000 yards to 25000 yards. 31) Ships arriving in theater at a captured base are doing so under enemy command. Fixed. Ships due to arrive in Truk should no longer arrive, if Truk is captured. Ships arriving in Brisbane or Noumea should arrive in the other location if the assigned location is captured. If both are captured, the ships should not arrive. 32) The player is now notified by a text message on the lower left of the screen, when ships arrive in theatre, if playing against the computer or when the computer plays against itself 33) Ships mixed in with PT boats are starting combat at closer range than they should. Fixed. Large ships can no longer sneak up on an enemy fleet by hiding amongst the PT boats. 34) Japanese Auto-Victory conditions are as follows (clarification for v1.10 and later): a. On or after the January 1, 1943 turn, the game ends and Japan wins if it holds either Brisbane, Rockhampton, Townsville, Noumea or Luganville with double the supplies needed for that base. b. In addition, in scenarios 1-14 only, on or after the January 1, 1943 turn, if the Japanese player holds Gili Gili and Lunga and the Allied player does not own an airfield of size 4 or greater north of row 46 (Y-coordinate) except Port Moresby, the game ends and the Japanese player wins. = OOB Changes for Uncommon Valor version 1.20 = 1) Added missing leadership values for Leaders F. Chapman (991) and W. Hearth (998). 2) On P-61A Black Widow, corrected location of four 20mm cannon to front facing (00), location of four 0.50 Browning MG to top turret facing (03). 3) Corrected spelling of “Matsukaze”. 4) Added 431st FS (690), 432nd FS (691), and 433rd FS (692) of 475th FG along with historical leaders. 5) Added 342nd FS (689) of 348th FG and adjusted arrival dates of 340th FS (741) and 341st FS (742) to 24 Jun 43. Added historical ace pilots to 342nd FS. 6) Corrected air unit 750 from No. 9 Sqn RAAF to No. 9 Sqn RNZAF. 7) Renamed Boomerang II to Boomerang. Aircraft in game covers both Mk.I and Mk.II versions of the Boomerang. 8) Added FLT W. Newton (1572) to No. 22 Sqn RAAF. 9) Corrected typos and text layout errors in the scenario descriptions. 10) Relocated submarine TFs 212 and 214 in scenarios 7 and 14 to prevent erroneous “Seaview” submarine flights over the Owen Stanleys. 11) Increased daytime and nighttime experience of all subchaser class ships (1551 – 1598) by 5%. 12) Added 9 USMC squads to each Marine Defense Battalion (1038 – 1042) and 9 ANZAC squads to the 1st NZ Def Bn (1036). 13) Adjusted weapon allotment of USN DD’s (Thanks Ron!). 14) Adjusted penetration of 5.5in/50 3YT Gun and 5.5in/40 QF Gun from 50 to 60. Regards, - Erik
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