Flashpoint Update 2.0.13 Is OUT!

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: WildCatNL, cbelva, IronManBeta, CapnDarwin, IronMikeGolf, Mad Russian

Post Reply
User avatar
Muso
Posts: 115
Joined: Wed Jul 26, 2017 11:16 am

Flashpoint Update 2.0.13 Is OUT!

Post by Muso »

Hello guys!
We are releasing a new version for Flashpoint in a few minutes!
Meanwhile, you can read the changelog here:

What’s New, Enhanced, or Fixed for 2.0.13
Here is a list of the items we worked on for this update with a brief summary of the changes in the game to this point. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!

New – Staff Alerts Tab in the TOC
For the second year in a row, we are adding a new feature from our Origins build into the game. This year it is the Staff Alerts Panel. This is a commander’s one stop shop to see what units have problems. Any unit seen on the list (Counter in area 1, Unit Designation in area 2, and Unit Composition in are 4)) has one or more of its Readiness, Morale, or Ammo stats below 50% (Attributes in area 3). If one of those factors is below 25% then
you get a red warning message (in area 5). Units raising alerts can also have other problems as shown in the Red Message area (area 5). This could be out of special ammo for artillery units, out of command range, insufficient transport (unit moving at leg speed and not IFV speed), and other conditions of concern.

Enhanced – Enemy AI Movement Mode Selection
We adjusted the way the AI sets up it movement orders when planning. The AI will now choose to move via Deliberate Movement when 4km or greater from an objective area. This change improves the defensive posture of the moving units and slightly reduces the readiness hit compared to an Assault move.

Fixed – Infinite Infantry ATGM Ammo
There was a bug in the code that allowed ATGM teams (Infantry only) to bypass an ammo check. This error leads to those units being able to have available ATGM rounds to use if their ammo level was okay.

Fixed – Mechanized Unit Type Assignment
There was an odd bug in the code that would typecast certain mechanized units as leg infantry. This would lead to those units being less prone to launch attacks at range (A good thing for infantry in many cases). Everything works as intended now.

Fixed – Unit Size Combat Modifier
While dealing with the bugs above, we found an old, deep bug with one of the unit size modifiers. This has been responsible for some of the overly hard to kill single units and in some cases the more brittle look of larger
formations. The outcome of combat is now back where it should be. This bug may also be responsible for the difficulty of some weapons to engage air and helicopter units properly. Be prepared for slightly more NATO losses
and slightly fewer Soviet losses in direct fire engagements.

Fixed – VP Scoring at End Game
One of the last two updates broke the post-game VP scoring code. When the game ended by sudden death or end game selection, it was scoring the VP locations as they were at game end and not as calculated by end game
conditions. After much rework and testing, we now believe it all to be working as designed. If you choose to continue the game from the Sudden Death screen, the game will reset the VPs to the state they were in before
being scored.

Here you are! We hope you will have fun with this new update!
You can find the download on our Member Area or clicking here!
User avatar
zakblood
Posts: 22673
Joined: Thu Oct 04, 2012 11:19 am

RE: Flashpoint Update 2.0.13 Is OUT!

Post by zakblood »

thanks, steams just updated it[&o][&o][&o]
Windows 11 Pro 64-bit (10.0, Build 22000) (22000.co_release.210604-1628)
Tejszd
Posts: 3447
Joined: Sat Nov 17, 2007 4:32 pm

RE: Flashpoint Update 2.0.13 Is OUT!

Post by Tejszd »

Thank you!
User avatar
Joselillo
Posts: 104
Joined: Thu Aug 12, 2010 9:09 am
Contact:

RE: Flashpoint Update 2.0.13 Is OUT!

Post by Joselillo »

2.0.13

Nice! Thank you!
User avatar
comte
Posts: 2364
Joined: Wed Feb 04, 2009 2:12 am
Location: Be'eri, Hadarom, Israel

RE: Flashpoint Update 2.0.13 Is OUT!

Post by comte »

Thanks guys did you remember the Origins maps this time? [;)]
But when Territories are acquired in regions where there are differences in language, customs, and laws then great good fortune and much hard work are required to hold them.

-Machiavelli, Il Principe, Book III-
User avatar
CapnDarwin
Posts: 8142
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Flashpoint Update 2.0.13 Is OUT!

Post by CapnDarwin »

The 2017 scenarios use an existing map, so we should be good this time. [:-][:D]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
rocketman71
Posts: 459
Joined: Tue Feb 20, 2007 8:43 pm

RE: Flashpoint Update 2.0.13 Is OUT!

Post by rocketman71 »

Cool, didn't know it was in the works. Really like the staff alert feature. Thanks for still supporting and enhancing the game.
rocketman71
Posts: 459
Joined: Tue Feb 20, 2007 8:43 pm

RE: Flashpoint Update 2.0.13 Is OUT!

Post by rocketman71 »

To add to my previous post - the staff alert works like a charm now that I've tried it. Very useful information to keep track of things. One question though - there is a number and "orders delay" as info sometimes. Is that number of minutes for orders to be processed?
User avatar
CapnDarwin
Posts: 8142
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Flashpoint Update 2.0.13 Is OUT!

Post by CapnDarwin »

Rocketboy, I'll have to get with Rob and see what exactly that number means. My guess is a local delay from readiness loss.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
User avatar
Deathtreader
Posts: 1042
Joined: Tue Apr 22, 2003 3:49 am
Location: Vancouver, Canada.

RE: Flashpoint Update 2.0.13 Is OUT!

Post by Deathtreader »

Hi,

1/I noticed while the update was installing that there seemed to be a lot of scenario files being replaced. Are these the rebalanced scenarios that were a favourite topic awhile back??

2/If a scenario has been updated in 2.0.13 can a save game prior to the scenario update work properly?

3/Any news on the hotfix?

Just want to say that your support is second to none! Nobody does it better....


Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
User avatar
CapnDarwin
Posts: 8142
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Flashpoint Update 2.0.13 Is OUT!

Post by CapnDarwin »

No rebalance at the moment for scenarios. Your previous saves should be okay. Rob has been busy this week with RL items, but hopefully we can get him to work the hot fix this weekend. I will see if I can get a more firm date out of him. [:D]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Post Reply

Return to “Flashpoint Campaigns Series”