Daniele
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Joined: 2/7/2015 Status: offline
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Hi guys! Flashpoint Campaigns: Red Storm Player’s Edition gets an important update! Version 2.09 brings tons of improvements and changes, making the game more immersive than ever! Experiment the challenge to command troops in a modern war fought with high tech weapons! Here's the full changelog (you can see the pdf version here) You can download the patch here What’s New, Enhanced, or Fixed in 2.09 Here is a list of the items we worked on for this update with a brief summary of the changes. Please use the thread in the Matrix Tech Support Forum to report if there are still problems with any of the listed items below. Thanks and enjoy! 2.1 New – Off-Map Artillery Losses to Counter Battery Fire We took some time and added back in some missing code that calculates the chance of off-map artillery units taking fire and losses from enemy counter-battery fire. These engagements of off-map units are outside of your command and control and are handled directly by the game AI. If your off map unit suffers an attack and then losses you will get a message window popping up to tell you. If your side hit an off-map enemy, you will get a message popping up to tell you that an attack was made, but no detail on losses. Units hit off map will suffer both readiness and morale losses from a counter-battery attack and then can suffer subunit losses as well. You can order off map units to rest and recover if losses reduce readiness to low levels. Setting any of your artillery units to counter-battery will only engage enemy on-map units. They will not affect enemy off-map units at this time. 2.2 New – Revised Orders Mechanics We went back through the code and fixed the issue of “On Call” being an option for ground units. Yes, the original game manual is wrong about orders delay reduction. That code change was probably before release and was never caught in the documents. Units Ground units and helicopters should no longer allow an “On Call” order in the popup menu. The orders proper use is for setting air and artillery units into a state of readiness to be called by the FSCC or player. You can cancel an artillery unit’s move by clicking “On Call” and then issue a bombard order. Another clarification is for helicopters. They have only one possible movement end state. Screen. This is the standard function for recon and combat and reflects terrain masking and popups to conduct actions. The other option you can do is resupply if the helicopter unit is within 1500m of the HiHQ on the map. The supporting text info in the UDP has been updated to match these changes. 2.3 Enhanced – Added Overwatch Role to Scoot Adjustment Added Overwatch role to scooting group modifiers similar to recon and support units to help AD and other soft units scoot better during game play. 2.4 Enhanced – Adjustments to ICM Mechanics We made a few tweaks to the percentage chances of units being killed (versus falling out). There is now a slightly higher chance of permanent loss when hit. 2.5 Enhanced – AI Reinforcement Delays Hopefully, we now have this fixed so units coming on the map for the AI as reinforcements do not suffer “command delay” for the first orders issued to them in the orders phase following their arrival. 2.6 Enhanced – End Game Results We added additional information about the scenario that was just played in the end game summary. In particular, noting if it was a user modified/created scenario. Revision 2.09 March 2015 On Target Simulations | What’s New, Enhanced, or Fixed in 2.09 9 2.7 Enhanced – Scouting We tweaked the numbers to increase the chance of soft units (Recon and support) to scoot when under fire. This should sit more in the middle of too fast or not fast enough to get out of trouble. Not a perfect solution, but we will allow for user set SOPs to control this on a case-by-case basis. Along with those changes, we made some changes to standoff range logic and to response times for Recon units when the standoff range has been encroached on. We revised a number of the logic cases effecting standoff scooting to improve direction of retreat. Units should be much less prone to heading toward visible enemies (that the scooting unit sees) and HQs and Artillery units should be less prone to stacking with other units making inviting targets. 2.8 Fixed- Allow Browsing of Spotted Enemy Units If this game option was set on, you could see the movement path and destination of the enemy unit. This has been deemed as “too much” information and is now not visible. 2.9 Fixed – ATGM Hint Spamming I hope that this is finally fixed. There were still cases were the hint would popup when units were not firing or showing multiple times when units fired once. 2.10 Fixed – Air Strike Combat Hints FoW We made a few corrections to the various airstrike hints to have them show information relevant to the correct owning player. If the airstrike is yours, you will be given detailed information as to what it is doing throughout the attack. If you are the targeted player, you will only get information you would know (no more seeing the state of the aircraft after the attack for instance). 2.11 Fixed – Artillery Unit Stuck in Barrage/Resupply Loop A logic bug with arty units and resupply that could trap units into a non-resupply if barrage orders not fulfilled and ammo goes low. This was mainly seen with MLRS units that could exhaust lots of ammo in one shot. 2.12 Fixed – Better Exit Hex Mechanics We fixed a couple bugs with the way exit hexes should work. One bug had exit hexes incorrectly assessed by enemy forces as viable VP locations in certain cases. This caused the AI to send units to them and to other VP location in the area instead of dealing with high value VPs on the map. We also changed the way the AI views the exit hex. It now looks at it with an offensive mindset and not a defensive one. The defensive AI wanted to fan out and garrison the exit and the offensive AI wants to run it over and exit the game. Exited units should say “Exited” in the unit roster. NOTE: This is far from perfect or what we really wanted, but it can work. The exit hexes are seen by the AI as having a 2000 VP value to help it decide to move towards the exit hex. The side exiting only receives VP for the value of the units that actually exits through that hex. As long as any nearby VPs (in range of your force) are less than that in value units will move toward the exit. If you are making a Bypass scenario, I would strongly suggest a few low value breadcrumb VPs for the AI to follow and a few exits to draw the force off the map. Some trial and error will be needed to get a decent result. This one area will be better handled in Southern Storm with a number of the new features we are planning. 2.13 Fixed – Custom Map Dived by Zero Error We corrected calculations that allowed for some custom maps, when loading, to generate a divide by zero error. Revision 2.09 March 2015 On Target Simulations | What’s New, Enhanced, or Fixed in 2.09 10 2.14 Fixed – Enemy Announcements at Game End In certain Sudden Death game endings, the player would receive enemy radio messages generated at the end of the turn. These messages are no longer displayed and the game goes into the End Game screens as intended. 2.15 Fixed – Errors in VCR replay. The following VCR related items are fixed: • Pressing Fast-Forward multiple times could cause replay and game corruption. • Replay shows enemy unit counters arriving on the map when they should be hidden. • Hints for enemy reinforcements are showing as they arrive. • Turning on “Show all friendly movement paths” would show enemy pathing. • Unit spotting in replay improved to better show visibility as it occurred in resolution phase. 2.16 Fixed – Game Timing Glitch We found and fixed a bug where extra messages introduced into the games timing chain caused orders and the turn cycle to corrupt in certain cases. This would lead to Zero minute or in odd cases negative minute turn cycles. This bug is also thought to be the cause of lost/skipped orders (unit fails to resupply or move and the time to act has passed on the game clock). 2.17 Fixed – Minor Data Edits A handful of minor data edits from various sources. This includes a bad sensor callout for UK Warriors, removing some errant commas in UK sensor data (should not have had any game effect, but needed to get out just in case), removed claymore from M113 ACAV (does not belong there), and corrections to Soviet Arty Max ranges on a few systems. 2.18 Fixed – OOB Tree Crash In certain cases, it was possible to have the game crash/lock up if a certain type of resubordination attempt was made in the OOB tree. Internally the game made a change to part of the structure even though the structure was not changed change in the tree. This led to a crash when other operations were attempted. 2.19 Fixed – PBEM Items The following PBEM/PBEM++ related items are fixed: • Logging into Steam PBEM++ account generated an error. We made more changes and hope this is fixed. If not, we will continue to track this down and issue a hotfix. • Corrupted game file prevented reload of turn from server. • The wrong side could see air strike cancellation messages. • Password query window could get “lost” behind other windows on the screen. • Pressing the Cancel button during the sending of a PBEM++ turn stops the complete transmission of data. • Incorrect game options text shown in game setup summary. Removed “Show Movement” option was still showing and new options were missing in the text. Did not affect game play selections. Revision 2.09 March 2015 On Target Simulations | What’s New, Enhanced, or Fixed in 2.09 11 2.20 Fixed – Sudden Death and End of Game VP Calculations The code has been corrected to deal with the following: • The VP scoring routine is now properly run if the game ends on time limit. • Helicopters no longer affect the influence scoring to flip VPs at game end. • On map VP markers should flip to awarded side when end game scoring dialog is closed and VP tab should also update to show correct awards. • Exiting units properly scored in Sudden Death/End Game calculations. 2.21 Fixed – Update Notes in Staff Diary Revamped All of the update information in this tab was replaced with a reference to this Compilation document. There is a good chance this tab will be deleted in the future. 2.22 Fixed – Waypoint Editor Bugs There were a number of odd bugs plaguing the waypoint editor for both single units and unit groups. We believe we have fixed all of these issues in this release. Adding delay should work, the times should sync up in the UDP for your unit(s) based on the delays, and additional delays above the standard “command delay” should no longer be tacking on. If you see anything strange with respect to waypoint editing, please let us know on the Matrix Tech Support forum. The code in this area is tricky and having it work for groups just compounds the level of potential failure points.
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