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DC: Case Blue v1.02 Update Now Available!

 
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DC: Case Blue v1.02 Update Now Available! - 8/30/2012 7:51:56 PM   
Scott Parrino

 

Posts: 263
Joined: 4/13/2012
Status: offline
Decisive Campaigns: Case Blue Gets an Update!
Bugs crushed and improvements added to this great strategy game!

We are excited to announce the release of the v1.02c update for the turn-based operational strategy game Decisive Campaigns: Case Blue. The update addresses a few bugs and makes some improvements to make the gameplay a smoother experience both online and offline.

The v1.02c update improves AI processing time for engineering moves to create shorter turn lengths. The update also changes the dice throw for intercept algorithm, as well as fixing some issues with card play and the creation of new units. Message text with the Intelligence card replay has been improved and correct strategic position of the enemy is now given, along with using a larger font in combat results for easier viewing. Players looking for a larger and higher resolution will be happy to know that 2600 pixel width resolutions will be supported.

Head to the download page for Decisive Campaigns: Case Blue to get the latest update or run the “Check for Updates” option in the game menu. The update is comprehensive and will bring all versions of Decisive Campaigns: Case Blue to v1.02c.

Full Changelog:

Bug Fixes
  • Fixed a bug with the AI in final stages of defeat taking really long to process
    engineering moves.
  • Fixed a bug caused by playing a regime card in the middle of giving an attack
    order (like air attack).
  • Fixed a bug with big map modus and switching back to small map modus using
    PgUp while in the middle of issuing an attack order.
  • Fixed a bug with the 1st Panzer Army campaign where newly created units or
    empty units (by add (sub)unit) where not properly transferred to the next level.
  • Karl Gerat, 200 hp instead of 40
  • Aircobra P39 graphic is now correct
  • Endless battle bug in AI with naval attacks on port should be fixed.
  • Alfredo Guzzioni combat bonus glitch fixed
  • Arial Font issue with some systems missing arial is now solved. All Arial fonts are
    now loaded from internal font directory.
  • Stated in intcp mouse over that only fighters will intercept also double checked
    that no bombers are actually intercepting by accident.
  • There was an issue with the Germans getting told they have 1 minor order but not
    seeing any items in the list. This is fixed.
  • When setting replacements to prio they got counted double in request stats. This
    glitch is fixed. Also a minor bug has been fixed with some units being allowed to
    request too many troops if they were very close to their full complement.
  • X and T hotkey no longer cause a crash
  • Fixed a bug where AI kept attacking a port hex until infinity
  • Fixed a bug where the AIs Stavka unit got corrupted. This bug when it is found
    during a running game is fixed with this version on the fly.
  • An ai related bug
  • A pbem++ bug with some non US culture-region settings, like Norwegian.
  • When pbem++ you can now abort registration properly and use login with existing
    username/password.
  • Combat popup artwork for soviet side now correct.
  • Fixed a Bug with aircraft not doing any structural damage when not faced with
    any opponents.
  • 1st Panzer Army campaign save in last turn and reload bug (ComradeP) is fixed.
  • Karl Gerat … x5 attack. (still forgot the hitpoints, its on the list for the next
    version)
  • Caprione 311 logo vales and quite a few other aircraft used the right stats but did
    not show them in their pop up window=> fixed.
  • 1st PzA replacement troops are now working as they should!
  • A bug related with playing a card like 'emergency troops' and having certain tabs
    open like the OOB tab has been fixed.
  • When clicking OOB tab close you click through on map => fixed.
  • Some small fixes in editor and for import zip function.
  • Editor Add SfType bug fixed.


Improvements
  • Changed the d100 dice throw for intercept algorithm, this should fix issue with too
    often too large amount of enemy interceptors or to often too little amount of
    interceptors.
  • If by some freak accident the pbem++ file (or any savefile) is corrupt the game
    will exit more gracefully and actually tell you why it exits.
  • All scenarios now no longer allow playing an officer card on unit that has changed
    HQ in the current turn.
  • For modding: When loading ZIP game will now display any readme.txt file
    contents to player and if a file has been written to the mods/ directory the game
    will advise the player to restart the game.
  • For modding purposes: Regime Pen color is now not used for the natocounters and
    all text in the color is now correctly rendered in the Pen color. This should allow
    for modding really light counters and using black pen on top of them. If none of
    the rgb values of the Pen is above 128 then the text shadow is also dropped.
  • Message text with Intelligence card reply improved and correct strategic position
    of enemy now given. (R)
  • Renamed reinf group light tanks to light-med tanks to take away some confusion.
    So PzIIs, PzIIIs, Pz38s, Pz35s are reinfgroup ‘light-med’ and PzIVs are reinfgroup
    ‘medium’.
  • Moved Hungarian Corps to Black Sea Coast in Case Blue Campaign Scenarios.
  • Also moved a Security division in Uranus to the Black Sea Coast.
  • Made cargoships and barges weaker and thus more easily destroyed (50% less
    hitpoints) as well as reducing the transport capacity of cargoships from 4 to 3
    weight points per ship.
  • Message text with Intelligence card reply improved and correct strategic position
    of enemy now given.
  • Now game doesn’t number newly created Soviet Engineer groups, it’s more
    consistent.
  • Azov is now a port so Rostov can be kept in supply when encircled, in all
    scenarios.
  • AA / Flak now have higher symbol value so it shows on counter in silhouette mod.
  • 14th Panzer missing from Stalingrad 6th Army, added it to both Uranus scenarios.
  • 16th Motorized added to Case Blue campaign scenarios but not to Voronezh
    scenario.
  • Reduced number of trucks, halftracks and tanks in (to-be pocket of) Stalingrad in
    Op. Uranus. (only about 100 German tanks or less left now )
  • Little bigger font used in combat results.
  • Hotkey for HQ Power (Key-5) and Air/Art Range (Key-6) added.
  • Super Higher resolution now supported, bug with 2600 pixel width should be
    fixed.
  • Already registered people with Slitherine (due to playing PBEM++ with another
    game) now have option to choose ‘already registered’ button and use the regular
    login in the next screen.
  • When you switch a unit and play the speed card again it will have less effect.
  • New mod file lines can be added. After the buttons have all been defined there is
    now an optional line that takes the number of graphicfile string replacements. For
    each number add a line below. With two arguments: “stringtobereplaced,”
    ”stringtoreplacewith.” This functionality makes it easy to make graphic mods that
    don’t overwrite existing graphics. I will give some more info on this separately.
    o Wheel zooms in and out at location of mouse.


About Decisive Campaigns: Case Blue

The development team behind the award-winning game Decisive Campaigns: From Warsaw to Paris is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies.

Well researched and packed with depth, including detailed unit data down to vehicle level and historically realistic combined arms gameplay, Case Blue also features an easy-to-learn interface and a good AI. In the campaign scenarios, next to the victory conditions, you will have to deal with high command orders that can instruct you to hold or take specific cities. Do well and earn prestige that enables you to request reinforcements and influence high command decisions, do bad and you’ll have to be careful not to get sacked.

For more information, visit the official product page for Decisive Campaigns: Case Blue on the Matrix Games or Slitherine site.

< Message edited by Scott Parrino -- 11/27/2012 6:15:19 PM >


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Scott Parrino
Public Relations Manager
Slitherine/Matrix Games
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Post #: 1
RE: DC: Case Blue v1.02 Update Now Available! - 8/31/2012 10:25:35 PM   
The Red Baron


Posts: 166
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
Just started Uranus as Soviets using 1.02c. According to the pop-up graphic, cargoships still have 400 HPs and carry 4 weight points, not 3. Have the actual values been changed but the pop-up graphic still lists the pre 1.02c values?

(in reply to Scott Parrino)
Post #: 2
RE: DC: Case Blue v1.02 Update Now Available! - 9/1/2012 10:09:41 AM   
Vic


Posts: 3644
Joined: 5/17/2004
Status: online

quote:

ORIGINAL: The Red Baron

Just started Uranus as Soviets using 1.02c. According to the pop-up graphic, cargoships still have 400 HPs and carry 4 weight points, not 3. Have the actual values been changed but the pop-up graphic still lists the pre 1.02c values?


Somehow I managed to not get these new settings up in the Uranus scenario. I just checked and they are still old in Uranus. They are correct in Trappenjagd and Case Blue campaign starts luckily. Will of course fix this for the next v1.03 public beta.

best,
Vic

_____________________________

Victor Reijkersz Designs
www.vrdesigns.nl

(in reply to The Red Baron)
Post #: 3
RE: DC: Case Blue v1.02 Update Now Available! - 9/1/2012 2:17:15 PM   
The Red Baron


Posts: 166
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
Ok, just wanted to make sure I wasn't missing something. Thanks.

(in reply to Vic)
Post #: 4
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