zakblood
Posts: 22687
Joined: 10/4/2012 Status: offline
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http://www.matrixgames.com/forums/tm.asp?m=4079824 released Version 1.0.2.7 Changelog Bug fixes: • Resolutions 1200 x 800 and 2560 x 1440 should be now properly working (this was part of Zero Day Patch) • AI, Immobilized turret-less AFV will not try to look for target outside of its covered arc • or engage enemy outside of its covered arc • AI, some half-tracks would not have defensive fire marker when they defensively fired • AI, sometimes AFVs had hard time taking objectives up hill • Improved AI AFV pathfinding (this was part of Zero Day Patch) • Improved LOS processing, fixed blind hexes and other issues • Pinned units cannot rout in Rout Segment • Broken/Broken+ units cannot move in Advance Segment • Selecting Ordnance that is not attached to a personnel unit should not crash the game • The following British AFVs don't fire AP, only HEAT: CHURCHILL V Heavy Tank, • CHURCHILL VIII Heavy Tank, CENTAUR IV Medium Tank, CROMWELL VI • Medium Tank and CROMWELL VIII Medium Tank. • AI, Only Leaders may pick up Radio Support Weapon • For resolutions 1024x768 and 1200x800, the action log window was resized • AI being stuck in infinite loop • When Ordnance/AFV runs out of HE round, the Infantry Target Type button on the • Target Type dialog will be disabled • Terrain.png, one of the stone buildings had incorrect mask • AFV being stuck in Close Combat • Pinned Personnel Unit can still fire ATR support weapon • Terrain.png, Assault Fire should be associated with 1st Line SMG (and not 1st Line) for • the Russian Side • A Leader may fire Bazooka, Pazerschreck, Panzerfaust and PIAT • Updated manual, 8.2.2 Support Weapons list - what support weapon may be used by A Leader • KV-2 rotating turret issue • When OBA fires off the screen, the game should now scroll to the location • When an AI unit routs and becomes visible, the game should now scroll to the location • A Leader may fire a support weapon or direct fire but not both • AI/Player Personnel Units that are Out of Command may still fire into adjacent hex during enemy Movement Segment. • AI, if a scenario has both Human player and AI Exit hexes feature, AI will focus on its own exit hexes first. • Campaign Game, during the day part or the night part the scenario Attributes dialog will correctly show day or night icon. • Setup Zone Hexes will not properly show covered arc symbol. • AI, improved personnel units movement in attack scenarios. • Scenario Editor tiles placement and validations Note: This is not a complete list, just the major items. New Features: • Added keyboard shortcuts • Added Menu accelerators • Added support to disable all sound effects (speeds up gameplay) • Added transferring Support Weapons/Ordnance between two personnel units in the same hex, in the Administrative Segment only (activated by the < w > key on the keyboard) • A scenario LOS visibility can be now set up to 26 hexes in the scenario editor • Added white dot graphical feature for display (can be turned on/off) • Campaign Game, for every new day; all personnel units, AFV will be in good order. All Support Weapons, Ordnance and AFVs will have their weapons repaired. Immobilized AFVs will check for Immobilization Removal. • Scenario configuration dialog, made "scenario ends because a side lost all of its units" feature optional • Jump Map will now be displayed until dismissed by right clicking anywhere inside the Jump Map window
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