Flashpoint Campaigns: Red Storm is updated to Version 2.09 (Full Version)

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Daniele -> Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 2:50:18 PM)

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.




Cataphract88 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 4:28:41 PM)

Is this a comprehensive patch, or do you need to put 2.08 on first?




cbelva -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 4:45:18 PM)

Should be comprehensive




kool_kat -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 5:18:17 PM)

Excellent news! [8D]

Thank you!




Jagger2002 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 5:46:18 PM)

Hooah! When you least expec it. [:D]

And finally, I should be able to try out some PBEM in a few days. [sm=00000436.gif]




Ranger33 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 6:05:31 PM)

Awesome! I was just playing this game last night, looks like today it will be even better.




MTTODD -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 7:42:14 PM)

Hi,

My steam version has not updated, any idea what I need to do ?

Many thanks.




Alchenar -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 7:54:35 PM)

Matrix literally just have to push a button that uploads the patch and makes it live.

They are very bad at finding that button and pushing it :(




MTTODD -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 8:04:09 PM)

Are you being serious?!

Can't believe it's that simple!




Alchenar -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 8:26:51 PM)

Yes it is that simple. Steam is an amazing platform for publishers/developers who bother to use it.

e: ok so it can be slightly awkward if you have a game being distributed from multiple platforms because you often have to make a slightly different patch for the steam exe than the other exe. But the actual patch itself it just a matter of pushing a button to upload it. Steam will automatically update your game without you having to do anything.




Cataphract88 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 8:56:17 PM)


quote:

ORIGINAL: cbelva

Should be comprehensive


Thanks, cbelva. [:)]




battlerbritain -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 8:58:10 PM)

Just updated mine via Matrix update and played the Tutorial scenario. Plays really nice now with arty a lot more active.

Cheers guys [:)]




CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 8:58:56 PM)

They are working on uploading right now. Someone forgot to throw said switch earlier. May take 20 or so minutes and you may need to restart Steam for it to propagate.

Thanks for raising the alarm. [8D]




MTTODD -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/7/2015 10:19:26 PM)

Thanks, I have got it now.




ivanov -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 2:47:17 AM)

OK, never mind. I've fixed it.




Ginetto -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 8:50:48 AM)

Neat! It was worth the wait.
Just one question. Until now when I hit and killed and enemy unit a pop-up would appear telling me what and how many (eg. 2 T-80). Now, after having installed 2.09, there's no more pop-up. Is this deliberate or is there a button I can push to re-establish the pop-ups?
Thanks, and again congrats on the great job done.




CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 10:39:05 AM)

Gino, check out Settings or the FX tab in game. If the delay is set to 0, you can lose sounds and info like that. You can also see if combat hints are on as well. I will check it out this afternoon when I get home from work.




Ginetto -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 11:50:37 AM)

Done. It works now. Thank you very much.




CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 1:21:49 PM)

Gino,

Glad to hear things are back to normal.




jack54 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 8:08:19 PM)

Thank you once again....[&o]




David1992 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/8/2015 11:43:11 PM)

Thanks![&o]




Deathtreader -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/9/2015 12:01:34 AM)


quote:

ORIGINAL: David1992

Thanks![&o]


+ 1

Lookin' good!




Panzer_Leader -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (5/9/2015 12:31:47 AM)

Thanks guys, downloaded and installed. Now to play it...




kipanderson -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (6/7/2015 6:42:40 PM)

Hi,

Great to see Flashpoint race on. Hits near magical sweat spot between the operational and the tactical in way
I think none other than the design team even realised existed.. :).

However... still holding out hoping you will take a crack at WWII, Eastern Front of course.. ;).

I always think the best wargames are wasted on one narrow era. Happily Combat Mission does WWII and contemporary, would love to see it take a crack at Fulda Gap. Scourge of War cut its teeth on ACW, now happily Napoleonic. It would be shame if Flashpoint just sticks to Cold War. Am great fan of Cold War, more so than contemporary. But the real meat in wargames is surely WWII?

It happened for real, the scale, the history, the campaigns simulate and refight.

No matter.. the developers clearly enjoy Cold War or next major release would have been WWII.

Either way.. Flashpoint is right up there.. as with all great wargames.. fantastic quality of production, extraordinary, on top of superb game system.

You get my money even though no sign of WWII... but I know, you know, you really want to do WWII ;).
All the best,
Kip.





CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (6/8/2015 1:43:44 AM)

Kip, All things in good time. We have plans to hit many areas with the system.




Stimpak -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (8/28/2015 6:28:13 PM)

What can we expect for 2.0.10?




CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (8/29/2015 10:57:24 PM)

Stimpak, the top item will be revised/rebalanced scenarios. We also have a number of bug fixes, tweaks, and a couple small feature adds as well. I'll be working on the documentation for the update soon.




CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (8/31/2015 11:49:41 AM)

Let me add to the 2.0.10 list the work Rob has been doing the past few days in code optimization to get the game to play a bit faster especially for large scenarios. This work on Red Storm will directly impact the coding for Southern Storm as well. A win-win situation. [8D]




nadia911 -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (10/7/2015 11:16:19 AM)

They have solved the problem of invincible Hinds? I want to play this great game but it becomes very difficult when you can not shoot down Russian helicopters...




CapnDarwin -> RE: Flashpoint Campaigns: Red Storm is updated to Version 2.09 (10/7/2015 12:13:53 PM)

Nadia911, if you have a system well placed or a concentration of units with AD weapons, you can shoot down helicopter and aircraft in the game. I had my vulcans take 2 Hinds down testing Reforged over the weekend. It is a two way street. I did have four of my Cobras removed from the air by a 2S6 and SA-11 combo.




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