What's coming in v1.01e

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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Erik Rutins
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What's coming in v1.01e

Post by Erik Rutins »

Hi everyone,

We're still testing v1.01e internally for at least another day, but I thought I should post this to let you all see what's in store. v1.01e will likely end up turning into v1.01 official as long as it looks good in public beta as well. There are some nice features and fixes here if you read through the list, including at least one very frequent wish list item (Trees On/Off):

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v1.01e - First (Beta) Update, May 5, 2008

New Features:


1. The RBG, RCG, HQ Helper, Scenario Editor and Campaign Editor now all work fine with Internet Explorer 6.0. There is no longer any requirement to have Internet Explorer 7.0, though the tools will likely run faster with it than with 6.0. Since Internet Explorer 6.0 is installed by default with Windows XP, this means that these tools now work fine with an "out of the box" XP installation.
2. The Scenario Editor now enforces US date format strictly. If you do not use a US date format in your scenarios, it may cause the game to hang.
3. The Random Battle Generator now makes better use of template placements to increase density for larger point battles.
4. The Random Battle Generator now uses more historical default platoon sizes for each side and unit type and now supports "max=" for platoons listed in the preset files.
5. Medals that require a certain number of kills in a single battle are now more likely to be awarded to units that exceed that kill count. The more kills the unit gets, the more likely it is to be awarded the medal.
6. The F12 key will now toggle Trees On and Off. A few trees and tree shadows will remain so that the user can easily tell where the trees were.
7. We've incorporated one of the improved tracer sets created by "Mraah" as the new official tracers, with his permission. Thanks to "Mraah" for his work on these.

New Units:

1. The KV-2 (two models) is now available for your gaming pleasure as the first official new post-release unit. This new fully modeled and animated unit done by Steve "Mobius" Lorenz, while rare, is a potential nightmare to face for early war German commanders. By default, it is now included in the random battle and campaign generation options as well.
2. The PaK 41 is now available, with a new data file and a new gun file, using the PaK 40 model. By default, it is now included in the random battle and campaign generation options as well.

Clarifications:

1. Spotting of moving infantry units is not correctly documented in the manual. An infantry unit moving at half speed (i.e. Defend -> Move or Advance) is only +5 to be spotted. An infantry unit moving at normal speed (i.e. Engage -> MOve or Bound) is a +10 to be spotted. An infantry unit moving at fast speed (i.e. Rush) is +15 to be spotted. Therefore, if you want your moving infantry units to be as stealthy as possible, use the slower movement orders.

Boot Camp:

1. Fixed problem with Boot Camp campaign that would cause some units in later scenarios to show up at zero strength and thus not be displayed if the player did not select them and click the "Replace Losses" button before playing the scenario.
2. Some minor balance adjustments to the Boot Camp campaign to make a few difficult missions slightly easier.
3. Fixed some typos in Boot Camp Campaign briefings

Data Issues:

1. Fixed issue with transparent silo on Kharkov Map L3B
2. Fixed issue with typo in Volksgrenadiers that could cause purchase screen crash in '45 Random Battles
3. Fixed issue with typo in Panther G Late that could cause purchase screen crash in late war Random Battles
4. Fixed issue with typo in media= field for 1/43 Winter Skirmish scenario that would cause it to crash
5. Fixed various typos in the Kharkov historical campaigns, a few of these could affect core unit experience. To take full advantage of them, start a Kharkov historical campaign from the beginning.
6. Corrected a typo in the penetration for 50mm mortars that could cause them to penetrate
7. Fixed missing gun files for 1943, 1944 and 1945 Soviet SMG squads that could cause an AI Planning freeze or a purchase screen crash
8. Fixed a missing gun file for 1941 SS SMG squad
9. Corrected firepower values for 1944-45 Fallschirmjaeger squads
10. Adjusted truck data to make them more vulnerable to small arms fire
11. Fixed a typo in the SU-100's gun file
12. Fixed an issue that could cause SS Rifle and SS PanzerGrenadier squads to show up wearing winter clothing in summer scenarios
13. Fixed an issue that could cause the KV-1 M1940 to show up in winter camo in summer scenarios
14. Made anti-tank guns slightly more vulnerable to small arms fire.

Code Issues:

1. Fixed a registry key error that would cause a "Loading Interface" freeze on non-US regional settings systems
2. Improved pathfinding collision handling to hopefuly eliminate units getting "stuck" on other units in situations where there was a rear collision and impeding terrain to the side preventing re-pathing.
3. Fixed an animation bug where crawling infantry did not always properly stand back up after recovering from suppression and trying to Run or Walk.
4. Fixed a bug that could cause a unit's Spot Indirect Fire menu to not refresh artillery status between turns unless the unit was reselected
5. Fixed a bug where in rare cases dead infantry did not properly dismount from buildings after being killed
6. Increased the opacity of the event list box and changed the bright red text to maroon to improve the readability of the text
7. Fixed a bug that could cause some units to be skipped for some medal/ability rewards at the end of a battle
8. Stepped through all the medals and abilities, corrected a few minor issues that could result in some rare double medals or medals being given to the wrong unit type.
9. The Withdraw Reaction order now only impacts the selected unit, even if that unit is the HQ unit for the platoon. This is to bring it in sync with the other Reaction orders, which are intended to only affect a single unit.
10. Fixed a bug that was not allowing artillery suppression to function at its full intended effect.
11. Fixed a bug with the Engage->Hold and Engage->Facing orders that would cause them to propagate to other sub-units that already had the same base order. This brings them in sync with the intended behavior, which is that sub-orders within the same base order do not propagate to other units in the platoon unless they have no specific sub-orders assigned.
12. Fixed a bug that allowed foxholes to be spotted more easily than they should have been.
13. Fixed a bug that allowed units to mount enemy vehicles.
14. Fixed a bug that caused "wheel" hits on wheeled vehicles to sometimes be reported as "track" hits.


Erik Rutins
CEO, Matrix Games LLC


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Mad Russian
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RE: What's coming in v1.01e

Post by Mad Russian »

Will this patch affect PBEM's?

I have patch 1.01d right now.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Erik Rutins
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RE: What's coming in v1.01e

Post by Erik Rutins »

ORIGINAL: Mad Russian
Will this patch affect PBEM's?
I have patch 1.01d right now.

Only if one player upgrades and the other does not AND the scenario uses one of the anti-tank guns that had a data change. For safety, I'd suggest staying with v1.01d until your current PBEMs are complete, then upgrading, or have all your opponents upgrade at the same time you do.
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Joram
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RE: What's coming in v1.01e

Post by Joram »

I'll wait to see if it's fixed but I had issues where I'd issue a face command and they wouldn't turn.  This was mainly an infantry issue too.
 
That dead in the building issue actually happened in almost every scenario I tried.  Umm, granted that hasn't been that many yet.  :)  Was wondering about the medals.  While I could get some, it didn't seem to work as described very often.  Hurrah for the new tracers, i really didn't like the old ones that much.
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RE: What's coming in v1.01e

Post by rickier65 »

Nice looking feature list - Thanks Erik and all.

Rick
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Erik Rutins
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RE: What's coming in v1.01e

Post by Erik Rutins »

v1.01e Beta is now available in the Members Club, please see the pinned thread in this forum for details.
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RE: What's coming in v1.01e

Post by Grell »

Good news Erik, you always take care of business.

Regards,

Greg
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RE: What's coming in v1.01e

Post by JudgeDredd »

When is the Beta coming live?
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RE: What's coming in v1.01e

Post by EagleMountainDK »

ORIGINAL: JudgeDredd

When is the Beta coming live?

Its online now....
Mraah
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RE: What's coming in v1.01e

Post by Mraah »


Erik,

Can you please look at the file change list for this patch.

The reason why I ask is because I need to know if any of the SceneXML files for the old PCOWS maps (level 1-10, plus M01) have been changed. I'm going to release a sample Overlay Grid for the Level 1 map shortly and the only file it swaps out is the Level1Scene.XML.

I don't have v1.01e beta since I'm trying to work with version 1.00 ... for now until you release the official patch.

Thanks,
Rob
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RE: What's coming in v1.01e

Post by Erik Rutins »

No change to those levels as yet.
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RE: What's coming in v1.01e

Post by Mraah »

ORIGINAL: Erik Rutins
No change to those levels as yet.

Ok, thanks. Would it be possible to include a seperate readme in your final version that contains a file change list? I'm thinking that any changes in the future might help to determine whether any mods would need updating. Another example would be my Satchel Mod since it changes the pioneer xml.

It sounds like you've smashed all you can in the v1.01e so I'm thinking you really won't have any more patches coming out until you smash the Tank Commander later on [:)].

Thanks,
Rob
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RE: What's coming in v1.01e

Post by JudgeDredd »

ORIGINAL: Cougar_DK

ORIGINAL: JudgeDredd

When is the Beta coming live?

Its online now....
No it's not. That's the BETA.

Sorry...I meant when is the BETA going to be the official version and not the BETA?
Alba gu' brath
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Erik Rutins
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RE: What's coming in v1.01e

Post by Erik Rutins »

We could make v1.01e official as is, but I'm waiting for one last tweak.
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RE: What's coming in v1.01e

Post by EagleMountainDK »

ORIGINAL: JudgeDredd

ORIGINAL: Cougar_DK

ORIGINAL: JudgeDredd

When is the Beta coming live?

Its online now....
No it's not. That's the BETA.

Sorry...I meant when is the BETA going to be the official version and not the BETA?

No problem JD, I misunderstanded your question [:)]
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RE: What's coming in v1.01e

Post by JudgeDredd »

np...just wanted to wait for the official patch [;)]
Alba gu' brath
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