Andrew Loveridge -> New 4.50.10b Beta Patch Available! (6/17/2010 10:40:28 PM)
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Greetings, We have made a new beta patch available for you to try in the Members Club. It is a comprehensive update with a long list of changes. You will need to register your game, if you haven't already, and click on the Registered Downloads. We hope to make this official, if no issues are found. Let us know how it works for you. *Note* - Do to the changes in this version it is recommended you start a new game, as the data files in previous saves are not compatible. Change List 5/12/2010 – 4.50.10b - Fixes
- Fixed a bug that could cause incorrect message post-BG screen about who was
attacker / defender on the first turn of an operation or campaign. - Fixed crash when airstrike bombs or rockets going off the bottom map edge.
- Fixed potential memory corruption bug with mini-map painting out of bounds
- Fixed a memory corruption bug that could occur just post-battle
- Fixed spelling error in message about being unable to move due to strategic
surprise. - Fixed crash when AI can not find a valid setup location for a team.
- Fixed post-battle crash condition after flamethrower(s) were used.
- Changed "Slush" elements explode effect from "Water" to "crater".
- A few new aircraft graphics added.
- AI
- Fixed a bug where the AI player could fail to move battle groups on the strategic
map when not in contact with the enemy. - The overall force strength ratio (ratio of the overall strength of AI playerís side to
the known or estimated strength of the playerís side) is now given more weight in the AI playerís decision making when considering moves on the strategic map. - The AI player will favor more aggressive moves on the strategic map when the AI
playerís side has strategic surprise (i.e. when the playerís side can not move). - Map
- Setup zone now guaranteed to include the squares adjacent to a controlled Victory
Location. - All maps checked for general coding errors.
- Bridges coded as "bridge" as opposed to the variety of road type elements
previously coded. - Bridge map coding improved to support better vehicle pathing.
- Maps checked for usage of interior walls
- Maps checked for usage of "double wide" exterior walls coding method.
- Reported map coding and map graphic errors fixed.
- Added missing interior on Liefrange.
- Added trees for painted in shadows on Liefrange.
- Fixed bright outline on Krinkelt-Rocherath building interiors.
- Removed Alled entry VL on Sibret BTD.
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