
change log?
Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich
change log?
Is there actually a list of changes for the 1.03 patch? If so, can you post it here? Haven't come across it on the forums/site yet, unless i didn't look well 

RE: change log?
once you download the patch, read the readme file that comes with it, it tells everything that it includes, but just in case you dont have it, here it is, and sorry about the red double words, not sure why it does that.
[font="times new roman"]V1.03 - Jun 10, 2008[/font]
[font="times new roman"] [/font]
· [font="times new roman"]New Features/Enhancements[/font]
o [font="times new roman"]West Front – 16 new scenarios [/font]
o [font="times new roman"]East Front – 8 new scenarios – Many new Bootcamp scenarios that provide the opportunity to play with the new features, additions.[/font]
o [font="times new roman"]All – Day to Night, Night to Day Capability[/font]
o [font="times new roman"]All – Varying Visibility Added[/font]
o [font="times new roman"]West Front – US Army OOB revisions and mass expansion – 1930 to 1953[/font]
o [font="times new roman"]East Front – Soviet OOB revisions and mass expansion – 1930 to 1953[/font]
o [font="times new roman"]East Front – German OOB revisions and mass expansion – 1930 to 1953[/font]
o [font="times new roman"]Rising Sun – Two new nationalities added[/font]
o [font="times new roman"]East Front – Numerous new units for Germans and Soviets.[/font]
o [font="times new roman"]West Front – Numerous new units for US Army[/font]
o [font="times new roman"]Panzerfaust/Bazooka: These have Assault Values remaining at 1. These are designed to be used differently than the Soviet ATR platoons, they should be rarity on the battlefield.[/font]
o [font="times new roman"]Special Forces: This provides a very few select units to remain hidden when shooting. This is a new code primarily for snipers and/or small commando sized units. This will be a rarity. [/font]
o [font="times new roman"]Sniper: These have an Assault Value of 1 to prevent automatic overrun by an assaulting unit. They should be rarity on the battlefield.[/font]
o [font="times new roman"]Armour Penalty: Armour suffers a 50% penalty (attack and defence) when assaulting villages, towns, suburbs etc. It is best to assault with infantry when capturing towns/cities – which is proper practice anyway! [/font]
o [font="times new roman"]Hidden Anti-Tank: This provides small anti-tank guns (57mm – 6pdr or SMALLER) a 50% chance to remain hidden when it fires. This also applies to Bazooka/Panzerfaust/AT Rifles[/font]
o [font="times new roman"]Artillery vs. Armour: Artillery now has a 5% chance of disabling armoured vehicles. [/font]
o [font="times new roman"]Trucks: Truck Victory Points are now worth 3 per Strength Point. Use them wisely. [/font]
o [font="times new roman"]Truck Carry: Only 3 Trucks are required to carry a 6 Strength Point infantry platoon. MG and crew served weapons still require the same amount of trucks per SP to carry. (A 4 Strength Points MG Platoon requires a 4 Strength Points of Trucks)[/font]
o [font="times new roman"]Halftrack ***: Designate halftracks with improved firepower. They are worth 6 Victory Points per Strength Point, but fire similar to a normal MG. These are new units, and will only affect new scenarios where they are included.[/font]
o [font="times new roman"]MAIaintenance Units: AKA Recovery Platoon, AKA Werkstat, AKA Dozer. These are units that can REMOVE 2 WRECKS PER TURN. They act similar to engineersEngineers in that respect. You move the unit into a hex with wrecks and leave it there for a turn to start removing wrecks. At this point, these ARE NOT combat units but have some defence, so you will have to secure the area they intend to operate prior to sending them to the frontline. Again, as a new unit, these will only affect new scenarios. [/font]
o [font="times new roman"]New Engineer Capabilities[/font]
§ [font="times new roman"]Bridging Engineers: These are special engineersEngineers that can build medium bridges across hexsides. See Manual Section 5.17.1 for more information.[/font]
§ [font="times new roman"]Mine Engineers: These are special engineersEngineers that are capable of laying a one strength minefield. See Manual Section 5.17.2 for more information.[/font]
§ [font="times new roman"]Construction Engineers: These are special engineersEngineers that can build a block and trenches. See Manual Section 5.17.3 & 5.17.4 for more information. [/font]
o [font="times new roman"]Engineer Trucks: Increased to 6 Victory Points per Strength Point. These are specialty vehicles that can haul pontoon ferries and crewed boats. [/font]
o [font="times new roman"]On map Air Attack Capabilities[/font]
§ [font="times new roman"]Recce: These are ON MAP aircraft that provide some intelligence to the operating commander. They can fly pretty much anywhere, but cannot take points. Again, as a new unit, these will only affect new scenarios. [/font]
§ [font="times new roman"]Bombers: These are ON MAP flying bombers that have a limited strike function. They can fly to a target on the map, fire at it and since it has run out of ammunition, it will be best to fly off the map. Again, as a new unit, these will only affect new scenarios. [/font]
§ [font="times new roman"]Anti-AIA/ircraft: Small anti-aircraft guns are now coded to target Recce and Bombers. Obviously, AA has a purpose on the map now as opposed to just being meat grinders. [/font]
o [font="times new roman"]TrainingAI: There are numerous new infantry types with Green or Veteran designations. This represents the combat effectiveness of the platoon. Green stands for infantry that has been rushed through training and have had no combat experience. All of the Stock Units are classified have no visual designation and are classified as Regular – having infantry training with little or no combat experience. Veteran platoons have had ample combat experience. The differences are in the Assault and Defence numbers as well as the weapon attack numbers. A Veteran unit is more likely to put more shots on target than a Green unit in a combat situation. Again, as a new unit, these will only affect new scenarios – the stock units did not change. [/font]
o [font="times new roman"]East Front – Various Graphic BMP improvements[/font]
o [font="times new roman"]West Front – Various Graphic BMP improvements[/font]
o [font="times new roman"]Rising Sun – Various Graphic BMP improvements[/font]
o [font="times new roman"]West Front – Various Unit BMP improvements[/font]
o [font="times new roman"]East Front – Various Unit BMP improvements[/font]
o [font="times new roman"]All – Beginning to implement 24-bit BMP graphics[/font]
o [font="times new roman"]East Front – Talonsoft German and Soviet Order of Battles reinstated for DCG’s (Warning: these are stock; user beware)[/font]
o [font="times new roman"]East Front – German and Soviet Order of Battles revised for use with DCG’s. This is a work in progress, SS units, etc will be coming with future updates. [/font]
o [font="times new roman"]User Mods folder available with various mods that are available to install. [/font]
o [font="times new roman"]Save Game Counter (1.03): This counts how many times the game has been saved and reopened, and will display that information in the turn dialogueDialog at the start of a turn for the opponent. This information is installed in the registry of the game so it cannot be tampered with. After TWO saves from player A, the game is supposed to flash a warning to the Player B that the file has had multiple saves. While not perfect, it should help curb some replaying.[/font]
o [font="times new roman"]New Encryption (1.03): The other anti-cheating measure is a new encryption system for the platoon files to ensure that everyone is using the same platoon/weapon files. It was a problem in the past, and I recently received an email yet again about it. The new Encryption Tool will not be available to the general public. Instead, there will be a place available on the forums for requesting new unit types or revisions. [/font]
o [font="times new roman"]Campaign Save Location: The Campaigns now automatically save, the save game dialogueDialog box no longer appears. [/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
· [font="times new roman"]Fixes[/font]
o [font="times new roman"]West Front –Minor Nations not firing - Fixed[/font]
o [font="times new roman"]All – Horses firing in a continuous loop – Fixed[/font]
o [font="times new roman"]Rising Sun – Cave Bug – Fixed[/font]
o [font="times new roman"]All – Campaign Save Game location updated – Fixed[/font]
o [font="times new roman"]All – Concealment Values revised – Fixed[/font]
o [font="times new roman"]East Front – Dynamic Campaigns – Barbarossa DCG – replacements have been improved from mid 1942 to 1945, with the assumption a player will accept higher commands as the campaign progresses - Fixed[/font]
o [font="times new roman"]West Front – Dynamic Campaigns – Many Campaigns have been modified and improved[/font]
o [font="times new roman"]East Front – Dynamic Campaigns – General campaign file has been tweaked, hopefully resolving the Congressional Medal of Honour bug – Fixed[/font]
o [font="times new roman"]East Front – Soviet 82mm Mortar Graphic Bug – Fixed [/font]
o [font="times new roman"]West Front – Org Editor Bugs – Fixed [/font]
o [font="times new roman"]East Front – Org Editor Bugs – Fixed[/font]
o [font="times new roman"]Rising Sun – Org Editor Bugs – Fixed [/font]
o [font="times new roman"]All – Assault Value of Naval Vessels reduced to 0[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
· [font="times new roman"]Manual Additions[/font]
o [font="times new roman"]A Complete revision has been done to the Manual.[/font]
o [font="times new roman"]MCS BOOTCAMP document available[/font]
o [font="times new roman"]Hints and Tips document available[/font]
o [font="times new roman"]Assaulting Basics PDF available[/font]
o [font="times new roman"]Creating and Modifying a DCG document available[/font]
o [font="times new roman"]Scenario Introduction Template document available[/font]
[font="times new roman"]V1.03 - Jun 10, 2008[/font]
[font="times new roman"] [/font]
· [font="times new roman"]New Features/Enhancements[/font]
o [font="times new roman"]West Front – 16 new scenarios [/font]
o [font="times new roman"]East Front – 8 new scenarios – Many new Bootcamp scenarios that provide the opportunity to play with the new features, additions.[/font]
o [font="times new roman"]All – Day to Night, Night to Day Capability[/font]
o [font="times new roman"]All – Varying Visibility Added[/font]
o [font="times new roman"]West Front – US Army OOB revisions and mass expansion – 1930 to 1953[/font]
o [font="times new roman"]East Front – Soviet OOB revisions and mass expansion – 1930 to 1953[/font]
o [font="times new roman"]East Front – German OOB revisions and mass expansion – 1930 to 1953[/font]
o [font="times new roman"]Rising Sun – Two new nationalities added[/font]
o [font="times new roman"]East Front – Numerous new units for Germans and Soviets.[/font]
o [font="times new roman"]West Front – Numerous new units for US Army[/font]
o [font="times new roman"]Panzerfaust/Bazooka: These have Assault Values remaining at 1. These are designed to be used differently than the Soviet ATR platoons, they should be rarity on the battlefield.[/font]
o [font="times new roman"]Special Forces: This provides a very few select units to remain hidden when shooting. This is a new code primarily for snipers and/or small commando sized units. This will be a rarity. [/font]
o [font="times new roman"]Sniper: These have an Assault Value of 1 to prevent automatic overrun by an assaulting unit. They should be rarity on the battlefield.[/font]
o [font="times new roman"]Armour Penalty: Armour suffers a 50% penalty (attack and defence) when assaulting villages, towns, suburbs etc. It is best to assault with infantry when capturing towns/cities – which is proper practice anyway! [/font]
o [font="times new roman"]Hidden Anti-Tank: This provides small anti-tank guns (57mm – 6pdr or SMALLER) a 50% chance to remain hidden when it fires. This also applies to Bazooka/Panzerfaust/AT Rifles[/font]
o [font="times new roman"]Artillery vs. Armour: Artillery now has a 5% chance of disabling armoured vehicles. [/font]
o [font="times new roman"]Trucks: Truck Victory Points are now worth 3 per Strength Point. Use them wisely. [/font]
o [font="times new roman"]Truck Carry: Only 3 Trucks are required to carry a 6 Strength Point infantry platoon. MG and crew served weapons still require the same amount of trucks per SP to carry. (A 4 Strength Points MG Platoon requires a 4 Strength Points of Trucks)[/font]
o [font="times new roman"]Halftrack ***: Designate halftracks with improved firepower. They are worth 6 Victory Points per Strength Point, but fire similar to a normal MG. These are new units, and will only affect new scenarios where they are included.[/font]
o [font="times new roman"]MAIaintenance Units: AKA Recovery Platoon, AKA Werkstat, AKA Dozer. These are units that can REMOVE 2 WRECKS PER TURN. They act similar to engineersEngineers in that respect. You move the unit into a hex with wrecks and leave it there for a turn to start removing wrecks. At this point, these ARE NOT combat units but have some defence, so you will have to secure the area they intend to operate prior to sending them to the frontline. Again, as a new unit, these will only affect new scenarios. [/font]
o [font="times new roman"]New Engineer Capabilities[/font]
§ [font="times new roman"]Bridging Engineers: These are special engineersEngineers that can build medium bridges across hexsides. See Manual Section 5.17.1 for more information.[/font]
§ [font="times new roman"]Mine Engineers: These are special engineersEngineers that are capable of laying a one strength minefield. See Manual Section 5.17.2 for more information.[/font]
§ [font="times new roman"]Construction Engineers: These are special engineersEngineers that can build a block and trenches. See Manual Section 5.17.3 & 5.17.4 for more information. [/font]
o [font="times new roman"]Engineer Trucks: Increased to 6 Victory Points per Strength Point. These are specialty vehicles that can haul pontoon ferries and crewed boats. [/font]
o [font="times new roman"]On map Air Attack Capabilities[/font]
§ [font="times new roman"]Recce: These are ON MAP aircraft that provide some intelligence to the operating commander. They can fly pretty much anywhere, but cannot take points. Again, as a new unit, these will only affect new scenarios. [/font]
§ [font="times new roman"]Bombers: These are ON MAP flying bombers that have a limited strike function. They can fly to a target on the map, fire at it and since it has run out of ammunition, it will be best to fly off the map. Again, as a new unit, these will only affect new scenarios. [/font]
§ [font="times new roman"]Anti-AIA/ircraft: Small anti-aircraft guns are now coded to target Recce and Bombers. Obviously, AA has a purpose on the map now as opposed to just being meat grinders. [/font]
o [font="times new roman"]TrainingAI: There are numerous new infantry types with Green or Veteran designations. This represents the combat effectiveness of the platoon. Green stands for infantry that has been rushed through training and have had no combat experience. All of the Stock Units are classified have no visual designation and are classified as Regular – having infantry training with little or no combat experience. Veteran platoons have had ample combat experience. The differences are in the Assault and Defence numbers as well as the weapon attack numbers. A Veteran unit is more likely to put more shots on target than a Green unit in a combat situation. Again, as a new unit, these will only affect new scenarios – the stock units did not change. [/font]
o [font="times new roman"]East Front – Various Graphic BMP improvements[/font]
o [font="times new roman"]West Front – Various Graphic BMP improvements[/font]
o [font="times new roman"]Rising Sun – Various Graphic BMP improvements[/font]
o [font="times new roman"]West Front – Various Unit BMP improvements[/font]
o [font="times new roman"]East Front – Various Unit BMP improvements[/font]
o [font="times new roman"]All – Beginning to implement 24-bit BMP graphics[/font]
o [font="times new roman"]East Front – Talonsoft German and Soviet Order of Battles reinstated for DCG’s (Warning: these are stock; user beware)[/font]
o [font="times new roman"]East Front – German and Soviet Order of Battles revised for use with DCG’s. This is a work in progress, SS units, etc will be coming with future updates. [/font]
o [font="times new roman"]User Mods folder available with various mods that are available to install. [/font]
o [font="times new roman"]Save Game Counter (1.03): This counts how many times the game has been saved and reopened, and will display that information in the turn dialogueDialog at the start of a turn for the opponent. This information is installed in the registry of the game so it cannot be tampered with. After TWO saves from player A, the game is supposed to flash a warning to the Player B that the file has had multiple saves. While not perfect, it should help curb some replaying.[/font]
o [font="times new roman"]New Encryption (1.03): The other anti-cheating measure is a new encryption system for the platoon files to ensure that everyone is using the same platoon/weapon files. It was a problem in the past, and I recently received an email yet again about it. The new Encryption Tool will not be available to the general public. Instead, there will be a place available on the forums for requesting new unit types or revisions. [/font]
o [font="times new roman"]Campaign Save Location: The Campaigns now automatically save, the save game dialogueDialog box no longer appears. [/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
· [font="times new roman"]Fixes[/font]
o [font="times new roman"]West Front –Minor Nations not firing - Fixed[/font]
o [font="times new roman"]All – Horses firing in a continuous loop – Fixed[/font]
o [font="times new roman"]Rising Sun – Cave Bug – Fixed[/font]
o [font="times new roman"]All – Campaign Save Game location updated – Fixed[/font]
o [font="times new roman"]All – Concealment Values revised – Fixed[/font]
o [font="times new roman"]East Front – Dynamic Campaigns – Barbarossa DCG – replacements have been improved from mid 1942 to 1945, with the assumption a player will accept higher commands as the campaign progresses - Fixed[/font]
o [font="times new roman"]West Front – Dynamic Campaigns – Many Campaigns have been modified and improved[/font]
o [font="times new roman"]East Front – Dynamic Campaigns – General campaign file has been tweaked, hopefully resolving the Congressional Medal of Honour bug – Fixed[/font]
o [font="times new roman"]East Front – Soviet 82mm Mortar Graphic Bug – Fixed [/font]
o [font="times new roman"]West Front – Org Editor Bugs – Fixed [/font]
o [font="times new roman"]East Front – Org Editor Bugs – Fixed[/font]
o [font="times new roman"]Rising Sun – Org Editor Bugs – Fixed [/font]
o [font="times new roman"]All – Assault Value of Naval Vessels reduced to 0[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
· [font="times new roman"]Manual Additions[/font]
o [font="times new roman"]A Complete revision has been done to the Manual.[/font]
o [font="times new roman"]MCS BOOTCAMP document available[/font]
o [font="times new roman"]Hints and Tips document available[/font]
o [font="times new roman"]Assaulting Basics PDF available[/font]
o [font="times new roman"]Creating and Modifying a DCG document available[/font]
o [font="times new roman"]Scenario Introduction Template document available[/font]
RE: change log?
Regarding the Cave Bug Fix in Rising Sun, was the movement between caves eliminated? Or is it now possible to move from cave to cave, provided the caves are within 3 hexes? I don't know the nature of the problem. All I know was that there was a problem.
RE: change log?
the cave bug is fixed, it works great now
- Jason Petho
- Posts: 17544
- Joined: Tue Jun 22, 2004 10:31 am
- Location: Terrace, BC, Canada
- Contact:
RE: change log?
ORIGINAL: willy g
the cave bug is fixed, it works great now
Yes, as willy g has noted, the cave bug has been fixed. It is functional now.
Jason Petho
RE: change log?
That's great news! The last I heard was that there was a temporary fix but the real fix would have to wait until patch 1.04 or later if the nature of the problem couldn't be located. That one had been around for years, and, just from reading the posts, I had the impression that it was the "Holy Grail" of bugs. Somebody deserves some major cudos.
RE: change log?
Yep, the cave-bug fix is terrific news. I've still got that Iwo Jima scenario that suffered because of it.

- e_barkmann
- Posts: 1292
- Joined: Tue Apr 18, 2000 8:00 am
- Location: Adelaide, Australia
RE: change log?
yeah I noticed that that it had been fixed. That is brilliant, I still remember how annoying it was when I first got RS (in what, 1999?) - thanks for fixing a 9 year old bug!!!!
RE: change log?
has the AI in general been improved?