We will soon be releasing the COTA Patch 3. Matrix is preparing the installer for testing and once that is done I'll announce its ready for download. In the meantime here are the notes from the Read Me.
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This patch fixes all bugs reported since Patch 2, including the bug which could cause a crash to desktop ( CTD ) after a bridge was constructed if the user interacted while the terrain tables were being rebuilt. It also fixes the bug that sometimes erroneously reset the strength of reinforcements to 100%. And we have enhanced complex attacks, making it less likely that these will be called off and improving the force allocation to subAttacks. Some minor issues have also been addressed. Please see the items below for more details.
In addition we took this opportunity to enhance three scenarios – Parachutes over Corinth, Foothills of the Gods and Charge of the Centaurs. The latter two now have multiple reinforcement schedules, as well as the historical schedule, for added replay-ability. We also modified the German engineers in Parachutes over the Corinth, removing the bridge from the Abn Pioneer and adding instead to the LAH Bridging Column. And as a treat we are providing a brand new scenario called Gamble and Scramble.
Here are the individual task tracker ( TT ) items addressed in Patch 3:
- TT3227 - AI - Attacks - Complex - Ensure Sub-Attacks not positioned on other side of river
- TT3313 - AI - Attacks - Ensure Routers are only allocated to the Reserve Task
- TT3298 - AI - Attacks - Ensure subAttack offsets for objectives excluded from possible FUP locations
- TT3281 - AI - Attacks - Improve probability of launching attacks
- TT3278 - AI - Attacks - Modify AchievedObjective() to cater for large forces
- TT3283 - AI - Basing Code - Consolidate, make consistent and prevent rebasing during assault
- TT3302 - AI - Check out the calculating of Losses for Disbanded units
- TT3305 - AI - CTD - Check out Saved Game from Ogontion
- TT3309 - AI - Delay - Ensure revised blocking tasks are acted upon in ReceiveOrders()
- TT3308 - AI - Delay - Improve the fallback reassessment
- TT3304 - AI - Ensure Enemy Kills Total is factoring in Losses from Transport Columns
- TT3186 - AI - Ensure Sunrise/Sunset times stick when reloading saved game
- TT3271 - AI - Force Allocation - Ensure FP of isolated units is properly deducted
- TT3270 - AI - Force Allocation - Final HQ Check to try and reduce doubling up of subHQs
- TT3282 - AI - Intel - SpotEnemyForces() - Cull old sighting if within 500m and have LOS and no one there
- TT3279 - AI - Planning/Orders - Added TaskChangeRequiredType to BossTaskVersions
- TT3280 - AI - Planning/Orders - Ensure TaskChangeRequiredTypes handled correctly
- TT3311 - AI - Reassessments - Ensure Important Reasessments are not obviated by minor ones
- TT3262 - AI - Reinforcements - Fix bug in PlaceReinforcementsOnMapFunction that erroneously sets strength to 100%
- TT3284 - AI - Resupply - Ensure restricted sides do not initiate Resupply Determination at 0600
- TT3314 - AI - TaskSecureCrossings - Change Assert so it doesn't test for Achievement in last minute of AI objectives
- TT3266 - AI - UI - CTD in Mehring's Elasson Saved Game - bridge completion
- TT3267 - AI - Weather - Assert running Narvik 40 scenario - check out Greg's recording
- TT3269 - AI - Weather - Fix bug that fired when nightfall is midnight
- TT3296 - Scenarios - Charge of the Centaurs v2 - Added Reinforcement Schedules
- TT3265 - Scenarios - FOG - Ensure 72nd Base arrival locations is valid
- TT3297 - Scenarios - Gamble and Scramble v2.4 - New scenario
- TT3295 - Scenarios - Parachutes over Corinth v2 - Removed bridge from Abn Pnr and added bridge to LAH Bridging Column
- TT3285 - SM - Fix glitch that fails to display new Inf Gun icons in Force List
- TT3268 - SM - Sunrise/Sunset - Restrict Ranges and warn user
- TT3272 - UI - AI - Bridge Construction - Ensure thread safe when recalcing terrain after upgrading crossing
- TT3310 - UI - Force Data - Ensure summary data correct when displaying data for multiple units