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Update v2.0.329f Change Notes

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Update v2.0.329f Change Notes - 7/12/2012 6:54:53 PM   
Scott Parrino


Posts: 263
Joined: 4/13/2012
Status: offline
Hello all, in case you are wondering about what the update includes, here is the full changelog:

New Features
  • Incorporated a modified version of Dazoline's Random Battle/Random Campaign
    generators into the official release. These versions of the BG/RCG allow players to
    customize how Random Battles and Random Campaigns are generated.
    • Players can now specify if they want to increase the value of Objectives in the
      battles. Increasing the value of objectives can allow players to gain more victory
      points through securing Objectives rather than destroying enemy units. This
      may shorten some random battles.
    • Players can generate Random Battles and even Random campaigns using the
      Phase structure of their choice.
    • Players can control whether the Soviet side uses Science of War or Art of War.
      The settings allow the player to decide if the Russian side Always uses Science
      of War, Never uses Science of War, or, in Random Campaigns, uses Science of
      War for battles until June of 1944, and then switches to use Art of War.
    • Players can determine how the PrePlanned artillery are handled. Players can
      choose either side, or both sides or neither side to have PrePlanned artillery
      barrage. Players can also choose to allow the Random Campaign Generator to
      choose which mode is used based on the each battle's mission.
    • Players can easily design their own core force for the Random Campaigns.
    • A new set of files have been created in the folder; Data/Campaign Core Units.
      The files in this folder are named to exactly match their counterparts in the
      folder: Data/Random Campaigns. These files allow players to edit Random
      Campaign Core forces that will be used in the corresponding Random
      Campaigns. Players can even create an entirely different core force. Features of
      these new Campaign Core unit files:
      • You only have to edit one file to affect all key core units across all of the
        battles in a Random Campaign.
      • The modded files support upgrades. If you look in one of the longer
        Campaign Core Unit files such as the "1st Infantry Div 1941-44 Long"
        you will see multiple core tags inside the coreunit tag. Each tag has a
        date and scenario attribute which describes when that upgrade takes
        place. In the core tag are unit tags, corresponding to the core units in that
        scenario. Remember that the unitname attribute of a unit tag is what
        keeps track of that unit between battles and provides the upgrade path.
      • A file, in (Data/Campaign Core Units) will provide some of the units for
        each of that campaigns battles subject to:
        • The Core Unit Files included with this patch replicate the existing
          Random Campaigns. If you make no changes to these Core Unit
          Files, Random Campaigns will have the original Core Forces and
          Upgrades as originally designed.
        • Before making changes to these Core Unit Files you should make
          backup copies so that you can return them to their original state.
          When editing the core units you are changing the "Key Core"
          units in a campaign. You should also make changes to the
          Campaign description in the Core Unit File to match those
          changes. You should also make sure to update the corresponding
          units in each of the "core" sections of the file. You can 'upgrade"
          your equipment using these other sections in the file.
        • Any non key core units in Battles files will not be affected, so
          there will be variability retained in the units used from battle to
          battle in a campaign.
        • The Random Campaign description will display the key core
          units described in the CCU not the original key core units from
          the campaign file, so remember to make the appropriate changes
          to the description in the Core Unit File.

Code Changes
  • Fixed minor problems with Niemirow map.
  • Fixed a series of bugs with how retreated units behaved. Retreating units will now
    continue to retreat until they rally.
  • When an armored vehicle targets an infantry unit the Tactical AI will now select the
    weapon and ammo that has the most chance to inflict losses on the target. This selection
    will consider the range to the target as well as the Firepower. If the firer and/or target is
    moving, the weapon selection may change. In most cases this will result in an armored
    vehicle choosing to use HE shells, then MG AP.
  • Map Maker has been adjusted to provide more portability of maps between systems.
    This will make it easier for users to work on maps on more than one computer without
    having to have the same directory structure and simplify the process if multiple users
    are collaborating on a map project.
  • Map Maker will now insert a map size attribute into Random Battle Templates.
  • Regional settings issues should be fixed.
  • 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
  • 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.
  • 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.
  • Infantry units that are mounted on vehicles will now not always dismount when
    suppressed. The implementation of this rule is now as follows:
    • 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.
    • 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.
    • 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.

  • Artillery animations were sometimes displayed far away from their actual location. A
    bug that caused this has been fixed.
  • A bug that prevented cupola hits has been fixed.
  • 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.
  • The in-game settings now default to have floating icons on, all movement and targeting
    lines on and limit infantry off.
  • A bug that prevented area fire from working in some cases against infantry in buildings
    has been fixed.
  • A bug that caused air support to prioritize targets incorrectly has been fixed.
  • Various issues related to infantry routing and retreating when in buildings, in vehicles or
    pinned and suppressed have been fixed. A few issues still remain, but retreating and
    routing is working much better.
  • LOD models are now working at about 75% of the range of terrain fade-out. Some
    visual issues with LODs remain and are being worked on, but this should have a
    positive impact on performance.
  • Some infantry animation issues relating to SOP and firing and walking animations were
    resolved, which should result in more realistic animations for squads.
  • An issue that could cause tanks to stop auto-targeting their machine guns when the main
    gun ran out of ammunition is fixed.
  • Quite a few new widescreen resolutions have been added to the initial resolution
    configuration, to better support systems with displays that span multiple monitors.

New Models, Units and Data Changes
  • Armor ratings for the Elephant, Ferdinand and Pz VI - Tiger II have been updated to
    incorporate new data.
  • The ability to have individual ID decals has been added to the T-28 Models 1936, 1937,
  • The factors used to determine 'variable penetration' have been improved.
  • Models have been updated for BA-64, Pz IVD. New late camo versions have been
    added for Sd Kfz 222, 222_5, StuG III late, StuG F1 late, Stug F8 late, OpelBlitz and Pz
    IIF late.
  • Fixes and improvements have been incorporated for Pz IV E, F1, F2, G, G Late, H and J
    and the T-4 PzKpfw IV.
  • Incorporated Camo version and uniform updates for 105mm S10cm K18 late, 150mm
    sIG33 late, FlaK 36 late, PaK 36 late, PaK 38 late, Pak 40 late, and PaK 41 late.
  • Some scenario fixes/updates were incorporated into Railway Station, 13th Crossing
    Guard, and Achtung: Panzer Jaeger.
  • Battle files and Presets were updated to take advantage of late war camo models.
  • Random Battle Presets were adjusted to improve the Random Campaign Battles.
  • A new map and Random Battle Template were added for Wilkowischken.
  • A new StuG IV has been added.
  • Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short
    (Battles on the Chir River) and the 29th Tank Corps 1944 Short.
  • Ammo loadouts for several off-map artillery units have been updated.
  • Map size attributes have been added to RB Templates for future use.
  • A new sand texture by szartur has been added for use in making desert maps.
  • Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These
    include making these units decal capable by the scenario designer and the inclusion of
    multiple commanders so that not all tank commanders are the same.
  • Fixed a problem where grass was too high in a small area on the map for Their toughest
  • Fixed a problem where RR tracks were tipping over when crossed on The Biggest and
    the Baddest map. This is actually a work around for a problem with how knockdown
    fences were implemented.
  • Fixed a problem with how map maker was drawing AI map colors around Telephone
    lines. Map Maker now only draws selected terrain around the base of one of the
    telephone poles, rather than along the entire length of the telephone line.
  • Added several new houses styled in the manner common to the style found in rural
  • Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22
    USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3.
  • Ammo loadouts were updated for almost all ArmouredUnits.
  • The killpower for some offmap artillery guns was reduced. This will reduce the
    effectives of artillery strikes against armoured units, resulting in fewer armoured units
    kills resulting from artillery barrages, but more stunned results.
  • Models were added and the map updated for the Stalingrad railway station. The Railway
    Station and the 13th Crossing scenarios were updated.
  • New units were added for the German PaK 36 and Pak 36 Late, and for the Russian
    45mm ATG M-1937 and M-1942. These units have been added as Mobile versions of
    the above units in the Infantry unit type. Existing scenarios will continue to use the
    static versions of these units. Scenario designers can choose to use either the stationary
    version of these units from the Armoured units folder, or the Mobile versions from the
    Infantry folder. The mobile versions have 'Mobile' after the unit type to make them
    distinguishable. Random battles will use only the mobile type of these units.
  • Major overhaul of all German infantry, including improved uniforms, equipment and
    animations for many units.
  • Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank
  • Fixed an issue with the SIG33 Crew
  • Added a description for the 88mm FlaK36
  • Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map
    and updated the Kolomak scenario
  • Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models
  • Improvements to recoil, exhaust and decals on some models
  • Fixed problems with some start dates for random battles and campaigns for Lend Lease
    vehicles and SS HMG teams
  • Fixed an issue with AT gun armor values interfering with infantry targeting
  • Fixed a problem with the Winter version of the Panzerschreck team
  • Extra heavy artillery is no longer available by default in random battles and campaigns,
    as it could cause balance issues, especially in random campaigns.
  • Heavy artillery is now less prevalent in random battles and campaigns.
  • The dates on rocket artillery have been corrected and the cost of rocket artillery has
    been increased.
  • The German PaK 36 can now be moved by its crew, albeit slowly.


Scott Parrino
Public Relations Manager
Slitherine/Matrix Games
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Post #: 1
RE: Update v2.0.329f Change Notes - 7/13/2012 2:26:11 AM   

Posts: 492
Joined: 3/17/2010
Status: offline
Does this update now include the "BootCampUpdated327i"?

(in reply to Scott Parrino)
Post #: 2
RE: Update v2.0.329f Change Notes - 7/13/2012 3:34:44 AM   


Posts: 14204
Joined: 4/20/2000
Status: offline



Does this update now include the "BootCampUpdated327i"?

I know it includes some updated Boot Camp scenarios, and I assume those are the ones you mean.


(in reply to mbar)
Post #: 3
RE: Update v2.0.329f Change Notes - 7/13/2012 8:07:46 AM   

Posts: 988
Joined: 10/8/2004
From: Turin, Italy
Status: offline
Was the engage bug fixed (units not firing when moving with engage order)?


(in reply to rickier65)
Post #: 4
RE: Update v2.0.329f Change Notes - 7/13/2012 8:15:11 AM   


Posts: 14204
Joined: 4/20/2000
Status: offline

ORIGINAL: invernomuto

Was the engage bug fixed (units not firing when moving with engage order)?

That wasn't addressed in this patch. I think the current behaivor is working as was originally designed, but we have discussed changing it so that units with an engage order will fire if they reach their destination.

For units to fire during same phase that they move, you will need to use an Advance order. Alternatively, you could issue a Bound order (for the Germans) in which case the overwatch units will target and fire.


< Message edited by Rick -- 7/13/2012 8:17:12 AM >

(in reply to invernomuto)
Post #: 5
RE: Update v2.0.329f Change Notes - 7/13/2012 6:24:03 PM   

Posts: 492
Joined: 3/17/2010
Status: offline
Thanks Rick!

(in reply to rickier65)
Post #: 6
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