Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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A new beta update is now posted in the Members Club. It is available for downloda if you have registered your game. If you are comfortable with trying a beta version, please give it a try, and give us any feedback you may have (please keep in mind that it is a beta and thus is not as thoroughly tested to date as an official release). We are working on a number of additional issues and we expect to have another public beta update next week, before this becomes an official update. Change History: v2.0.328d Beta – June 12, 2011 • First Public Beta Update • Code Changes 1. Regional settings issues should be fixed. 2. Fixed a bug that could cause the unit’s weapon data to not refresh when cycling between units. This could cause a crash if a targeting order was issued with the incorrect weapon. 3. Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2. There is a chance for incoming fire of all types to completely ignore the protection that buildings provide, which scales up based on the penetration value of the incoming fire. 4. There is now a small chance for incoming HE and HEAT shells to ignore the protection provided by trenches and foxholes, reflecting the chance of a shell landing close enough for the blast to directly enter the trench or foxhole. 5. Infantry units that are mounted on vehicles will now not always dismount when suppressed. The implementation of this rule is now as follows: a. Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank Riders) will be more vulnerable to enemy fire and will dismount as soon as they are suppressed by incoming fire. b. Infantry units mounted in enclosed transports (i.e. Trucks) that are not armored will also dismount as soon as they are suppressed by incoming fire. c. Infantry units mounted in protected transports (i.e. Halftracks) that are armored will not dismount when suppressed. However, if they take casualties and fail a morale check, they will dismount. 6. Artillery animations were sometimes displayed far away from their actual location. A bug that caused this has been fixed. 7. A bug that prevented cupola hits has been fixed. 8. The targeting logic was not correctly considering all armor locations, which led to a few rare issues, especially involving infantry targeting anti-tank guns from beyond close assault range. This has been fixed. 9. The in-game settings now default to have floating icons on, all movement and targeting lines on and limit infantry off. 10. A bug that prevented area fire from working in some cases against infantry in buildings has been fixed. 11. A bug that caused air support to prioritize targets incorrectly has been fixed. • Data or Media Changes 12. Major overhaul of all German infantry, including improved uniforms, equipment and animations for many units. 13. Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank 14. Fixed an issue with the SIG33 Crew 15. Added a description for the 88mm FlaK36 16. Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map and updated the Kolomak scenario 17. Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models 18. Improvements to recoil, exhaust and decals on some models 19. Fixed problems with some start dates for random battles and campaigns for Lend Lease vehicles and SS HMG teams 20. Fixed an issue with AT gun armor values interfering with infantry targeting 21. Fixed a problem with the Winter version of the Panzerschreck team 22. Extra heavy artillery is no longer available by default in random battles and campaigns, as it could cause balance issues, especially in random campaigns. 23. Heavy artillery is now less prevalent in random battles and campaigns. 24. The dates on rocket artillery have been corrected and the cost of rocket artillery has been increased.
< Message edited by Erik Rutins -- 6/16/2011 5:08:44 PM >
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