Last Stand Arnhem Patch - v5.60.02b

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Af1352pasha
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Last Stand Arnhem Patch - v5.60.02b

Post by Af1352pasha »

the second beta patch for LSA

V5.60.02 – September 28, 2010
- Path Finder Overhaul
- The path finder has seen a major overhaul to improve its ability to successfully find a path through areas with blocking terrain and to evaluate long, complicated paths (such as across long bridges). For game performance reasons, paths are evaluated while the game continues to run, and long and / or complex paths may take up to a few seconds to complete. For a long move you may notice a brief delay between the time you issue the movement order and the time the unit actually starts to move.

- Battle Setup
- Fixed a bug where pre-battle deployment could be initialized with the wrong battle’s data, resulting in a ‘checkerboard’ of deployment zones around controlled Victory Locations.
- Fixed a bug with determining when a river crossing was required to move off a map or setup across a river.
- Extended cross-river setup zone restrictions to single battles. Previously this was determined only for Operations or Campaigns.
- Bridge Victory Locations now exert more influence on the shape and extent of entry setup zones, making them much less likely to change control due to entry setup zones.
- Bridges are no longer automatically unprimed at the start of a battle unless the Germans have lost control of all of the bridge’s VLs.
- Fixed a rare case where deploying teams in open ground would fail, even though the area was within a valid setup zone.
- Fixed a bug that allowed you to stack your vehicles on top of each other during setup. Sorry, the world will have to find another solution to its parking problems.

- Tactical Combat
- The pixel size of the Mini-Map is now scaled based on the size of the resolution of the game window and the size of the tactical map. For resolutions where x or y size is 800 or less, the mini-map is scaled to 4 pixels per mega-tile (24m) if the map is greater than 36 mega-tiles in size, 5 pixels/MT if the map is greater than 30 MT in size, or 6 pixels per MT otherwise. If both x and y resolution are greater than 800 pixels the mini-map is scaled to 5 pixels per MT if the map is greater than 31 MT, or 6 pixels per MT otherwise.
For map makers, if your MMM file is scaled to 6 pixels per MT they will only ever be ‘squashed’, rather than ‘stretched’, so they should not look blocky regardless of the scaling.
- Fixed a bug where mini-map display of setup zones could be offset slightly from their actual location on the main map.
- Fixed a crash that could occur on the Nijmegen Bridge map when playing the game in 800x600 resolution and displaying the mini-map.
- Base number of rounds for ‘off-map’ mortar fire support reduced. Combined with the accuracy reduction in the data files, the overall punch of mortar support has been reduced.
- Vehicle crew members are now vulnerable to small arms fire when manning exposed weapons or when in an open topped vehicle fired on from a large height advantage at close range.
- Vehicles using the MOVE command will only use reverse for short moves, or when there is a known enemy to keep the front armor towards.
- Vehicles using SNEAK will no longer abort their move when spotting a new enemy unless they are moving towards a known enemy.
- Reduced the chance for non-penetrating hits to cause internal damage or crew casualties to vehicles.
- Vehicle movement speed near / through trees is now much slower, with a higher bog chance but a lower chance of immobilization.
- Vehicles that are bogged or mired move more slowly.
- Bailed out crews now continue to rout towards the home map edge, rather than stop and stand, if they are unable to rout off the map on their first attempt.
- Routing teams can no longer capture territory or Victory Locations.
- Light armored vehicles and open topped vehicles now more vulnerable to infantry close assault.
- Infantry teams with secondary weapons effective against vehicles (demo charge, gammon bombs) now employ them when close assaulting a vehicle.
- Infantry close assaulting a vehicle has an increased chance to hit.
- Line of Sight for teams manning heavy machine guns or mortars is now always traced from the team’s gunner.
- Pinned or Cowered soldiers now prefer crawling to standing when moving.
- Soldiers with a weapon requiring a setup time will only move to a new location if it is rated significantly better than their current location.
- Fixed vehicles no longer pivot or move a very small distance right after you hit ‘Begin’ to start a battle.
- Fixed a crash that could occur when a weapon with a very small blast radius was fired (Stuart V SP ammo is the only such case in LSA) - Fixed a case where the “We can’t hurt that” message was displayed when targeting infantry in heavy cover.
- Fixed case where fire orders could be cancelled when the option “Always See Enemy” was on but the target was considered to be concealed still.

- AI
- Deployment of infantry teams more heavily favors building edges facing towards the enemy.
- Deployment of AT guns now favors areas with a moderate field of fire, rather than a very restricted field of fire.
- Reduced chance that AI will decide to move a team while the AI has decided to defend.
- The AI is more likely to offer a cease fire when close to a Force Morale failure.
- The AI is more likely to accept a cease fire offer if no Victory Locations have changed hands in some time.
- Fixed a case where AI player could target a human player’s team that was in line of sight but not yet spotted.

- Battle Group Screen
- Slots available to the reserve battle group are now allocated into slots not available to the primary battle group first, assuming the primary battle group has a platoon of the correct type which does not already have the maximum number of slots. If there are no such slots the primary and reserve battle group will both be able to fill some slot(s).
- Added the text “RES” to the team icon for teams that are on loan from the reserve battle group.

- Strategic Screen
- Front line battle group name (in info banner area) properly updated when you issue a Relieve order.
- Fixed a bug that could cause a hang when a valid location for a reinforcing battle group could not be found.
- Fixed a bug that could show the wrong supply level for a battle group stacked with a friendly airborne battle group when the airborne battle group was on limited supply due to the automatic airborne supply level for the first few days. NOTE: Incoming supply display still only reflects the state of incoming supply at the start of the current strategic turn.
- When merging two battle groups, the absorbed battle group now returns all active teams to its Force Pool before being absorbed, recovering whatever points it can get back for returning those teams. The total purchase points from the absorbed battle group are then transferred to the absorbing battle group.
- Initial purchase point allotment for all battle groups increased slightly, based on the number and type of teams they might be expected to loan while in reserve.
- Static Troops are now immediately absorbed into friendly battle groups when a friendly battle group starts the game, or enters the strategic map, on the same map as the Static Troops.

- Debrief Screen
- For single battles: If the battle ends because a bridge was blown, victory is determined by the map and VL control at the moment the battle ended, rather than granting all map control to the side that was trying to capture the bridge. NOTE: This is for single battles only.
- Non-tank vehicles (halftracks, armored cars, etc) now count as vehicle kills, not tank kills.
- Fixed a bug where the Axis side could be incorrectly granted control over neutral ground adjacent to Axis controlled ground during post-battle calculations.

- Scenario Editor
- Fixed a crash that could occur when the game was running in full screen mode if youloaded a battle, operation, or campaign that did not use all possible dates in the game, then minimized and restored the game window.
- Fixed a bug where the editor could give incorrect error messages when you tried to save a valid scenario file if you had previously played a battle, operation, or campaign before entering the Scenario Editor.

- Data File Changes
- Campaign.txt: Fixed incorrect (blank) entry in Veghel Bridge data that could cause incorrect calculation of the river line for this map.
- AlsTeams.txt: Corrected White, Humber, and Daimler Scout / Armored cars that were set to SAI unit type 10 (halftrack) to SAI unit type 9 (armored car) for correct path finder behavior.
- AxsTeams.txt: Corrected Sdkfz 250/9 halftrack to SAI unit type 10 (halftrack) from SAI unit type 9 (armored car) for correct path finder behavior.
- Elements.txt: Added a new column ‘Foliage’. This column is for terrain elements that represent the foliage around the central trunk of a tree.
Elements coded with ‘foliage’ set to 1 will be scaled to the height of the tree they are adjacent to.
- Elements.txt: Increased visual hindrance and cover values for all foliage elements.
Line of sight is blocked much quicker through woods, and soldiers are harder to hit in woods.
- Elements.txt: “Field” element now rubbles to “Shellhole”.
- Elements.txt: “Sandbag” element now rubbles to ‘Debris” instead of “Brick Wall”.
- Vehicles.txt: Corrected fire angles for Pz III turret weapons and Sdkfz 250/9 turret weapons.
- Weapons.txt: German 5cm and 8cm mortar accuracy reduced to match all other mortars.
- Weapons.txt: Accuracy of ‘off-map’ mortar fire support reduced to match all other mortars.

- Stock Scenarios
- Last Stand Arnhem Operation: Added KG Brinkmann to German forces present on the first turn.
- Additional items - Numerous map fixes. All 64 maps triple-checked for elevation issues. Other issues addressed pertained to map coding, RFM and art issues.
A few known issues will be addressed in the next update.
- Corrected several misspellings to battle briefings and battle names.
- A few strat map image improvements.
- Corrected echelon symbols on three strat BG icons.
- Fixed error where sandbags rubbled to "brick wall" element instead of "debris" element.
- Fixed campaign.txt co-ordinates where Best bridge map where the destroyed bridge graphic was off by one pixel.


you can find it on :

http://www.closecombatseries.net/CCS/mo ... pic&t=8617
topper6
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by topper6 »

Wonderful, looking forward to playing it. Also feels good that you still are enhancing the game. Tyvm.
STIENER
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by STIENER »

great.....this should help some. theres still some stuff that needs to tweaked tho........see mine and others threads.
TheReal_Pak40
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by TheReal_Pak40 »

- AI
- Deployment of infantry teams more heavily favors building edges facing towards the enemy.
- Deployment of AT guns now favors areas with a moderate field of fire, rather than a very restricted field of fire.
- Reduced chance that AI will decide to move a team while the AI has decided to defend.

These sound promising. With regards to the first one listed above, does this mean that infantry teams will more heavily favor buildings in general or does it mean that if they happen to deploy inside of a building then they will face the enemy? Hopefully this is both.
xe5
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by xe5 »

Kudos to mooxe and the crack crew at CCS for patching LSA so extensively.
STIENER
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by STIENER »

"Kudos to mooxe and the crack crew at CCS for patching LSA so extensively."

yes i have to agree [8D] BUT the tanks VS buildings needs to be looked at for the next tweak........even with the new patch a tank...allied or german literally cant hit the side of a barn. 1 in 3 shots misses. [&:]
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Dundradal
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by Dundradal »

ORIGINAL: xe5

Kudos to mooxe and the crack crew at CCS for patching LSA so extensively.

I'm pretty sure "mooxe and the crack crew at CCS" had nothing to do with patching LSA whatsoever.
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Go."
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Manu
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by Manu »

all the L3 buildings on the schindel map are coded as L1 floor even with the patch.
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Andrew Williams
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by Andrew Williams »

Confirmed
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mooxe
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by mooxe »

ORIGINAL: Dundradal

ORIGINAL: xe5

Kudos to mooxe and the crack crew at CCS for patching LSA so extensively.

I'm pretty sure "mooxe and the crack crew at CCS" had nothing to do with patching LSA whatsoever.

Maybe some of the moaning, bitching, griping and complaining helped just a teensy weensy bit!
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Andrew Williams
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by Andrew Williams »

I don't think so as the people that matter were happy with the original release.
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STIENER
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by STIENER »

well as one of the people that "matter" im looking forward to the 3rd patch.
7A_karlmortar
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by 7A_karlmortar »

Hmmm...so far I havn't heard ANYONE saying that they were happy with the original release, that it has in fact scared away them from buying it.

But since I love OMG and CC2 I bought it despite what everyone said and Im now waiting for patches to fix everything.

Btw:"people that matter", shouldn't that be us, the costumers? Just my thought.
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Andrew Williams
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by Andrew Williams »

Btw:"people that matter", shouldn't that be us, the costumers? Just my thought.

That's a thought to take on board karlmortar... thank you.
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TheReal_Pak40
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by TheReal_Pak40 »

ORIGINAL: Andrew Williams

I don't think so as the people that matter were happy with the original release.

Wow, I can't believe you said this. The people that matter are the ones that are "moaning, bitching, griping and complaining", as Mooxe put it. We are the ones that are actually giving you guys feedback because we want to see the game fixed, improved, and overall more fun and challenging to play. We are your repeat customers. The ones that don't matter are the ones that are silent, or the casual wargamer who finally decided to try a Close Combat game and found it to be a buggy mess and therefore put it on the shelf. Do you honestly believe that there was anybody "happy with the original release" of LSA?
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Andrew Williams
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by Andrew Williams »

Funny... my thoughts and feelings are the same as yours and karls.. and yet that is what I have been told despite my expressing similar sentiments as to the state of the release.

It's a funny world isn't it, I guess we are just wrong.
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mooxe
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by mooxe »

ORIGINAL: Andrew Williams

I don't think so as the people that matter were happy with the original release.

Maybe that was sarcasm? It's hard to tell.
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e_barkmann
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RE: Last Stand Arnhem Patch - v5.60.02b

Post by e_barkmann »

Itching to whack my money down on the game but reading the forum looks like I'll be waiting for comments about the third patch now.

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