Visualizzazione post con etichetta changelog. Mostra tutti i post
Visualizzazione post con etichetta changelog. Mostra tutti i post

mercoledì 14 novembre 2012

Primo change log della prossima patch per Achtung Panzer

Graviteam ha rilasciato le prime modifiche che saranno implementate nella patch di Marzo 2013 di APOS; ecco la lista in progress:

1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.

venerdì 31 agosto 2012

Decisive Campaigns: Case Blue patch 1.02c

Decisive Campaigns: Case Blue è stato aggiornato oggi, ecco il 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

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

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.


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

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

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

Azov is now a port so Rostov can be kept in supply when encircled, in all

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

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

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.