dual patches at Battlefront.com

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dual patches at Battlefront.com

Post by Hammer »

Both ToW and CMSF have recent patches over at Battlefront...
Last edited by Hammer on 04 Mar 2010, 21:31, edited 1 time in total.

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Post by Softball »


1.07 All Inclusive patch has been released.

This patch has DRASTICALLY improved the framerates. I now get 30-40 FPS consistantly, makes CMSF much better for me. :)



* Corrected some pathfinding problems that caused units to "go the long way around", especially in areas with tall walls.
* Corrected some "stuck soldier" issues.
* Corrected some issues related to Assault moves, both during and afterward.
* Improved vehicle navigation in dense urban areas (note that vehicles may not enter extremely narrow alleyways between buildings).
* Blown-out ground-floor walls set in the scenario editor are correctly navigable in game.

* Fixed a crash bug.
* Soldiers and vehicles move/animate more smoothly.
* Soldiers are shown carrying the correct weapon after switching weapons.
* Team ammo displays correctly.
* Smoke columns/clouds are shown immediately upon loading a saved game, and correctly retain their shapes from one turn to the next.

* Fixed a bug where it was more accurate to area-fire in front of a building than to shoot directly at its occupants.
* Squads/Teams are additionally suppressed when suffering casualties (on top of the morale hit).
* ATGMs are more likely to fire on tanks even when they are unlikely to cause damage.
* Troops are more likely to fire on targets inside a Target Arc even when unlikely to cause damage.
* RPG-29 is more willing to do "area fire".
* TOW missile failure rate is reduced.
* Tanks hit by depleted-uranium APFSDS (such as from Abrams tanks) explode slightly less often.
* Trees receive more damage from direct-hit explosions.

* 32 new Quick Battle maps added for a greater variety of combat settings.
* In Quick Battles played by email, units are initially placed in setup zones correctly.

* Corrected a problem in the campaign game where computer units were not placed in ideal positions in the setup phase.
* After computer-player units move, they are smarter about choosing the direction they face.
* Computer-player vehicle crews whose vehicles have been knocked out are less aggressive in moving on the attack.

* Shortened delivery times for Syrian rocket artillery.
* The estimated delivery time in the Fire Support Mission Request display initially shows the best possible time (usually what you'd get with an "emergency" mission). If a mission type other than "emergency" is selected, the estimated delivery usually increases to reflect the time needed to fire and adjust spotting rounds.
* Corrected a case where fire support targeted directly at an enemy unit would not initially show a colored targeting line.

* Dynamically changing light conditions at dawn and sunset are displayed correctly in all weather types.
* The floating icon for friendly Humvees and UAZ-469s shows the silhouette of the infantry team driving them rather than a vehicle silhouette (so you don't lose track of, say, a Forward Observer team).
* Corrected a problem where an HQ unit would sometimes not be in voice or visual command of its nearby superior HQ.
* Corrected a problem where occasionally one could spot men in/on a vehicle but not the vehicle itself.
* Objective labels are moved higher up when around a cluster of buildings so they're easier to see.
* Vehicle-borne IEDs do not use AI self-protective behavior.
* In setup phase, you cannot embark a unit from one setup zone onto a vehicle in a different setup zone.
* In the editor, the AI Group number displayed in 3D mode shows the correct value.
* Corrected various issues related to squad behavior when one or more of its component teams was wiped out.



"SILENCE, I KILL YOU!!" - Achmed the Dead Terrorist
AKA: Staark

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