CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
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Erik Rutins
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CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by Erik Rutins »

Thank you for your patience everyone. This is a public beta update, but we strongly recommend giving it a try if you are experiencing any of the fixed issues. We expect this to become official in the next week or two depending on customer feedback.

You will need to register your copy of Close Combat: Last Stand Arnhem to download this update, as it is still a beta version and not approved for general release. Please download it from the Members Club here:

http://www.matrixgames.com/members/priv ... sp?gid=386

Change List:
  • Fixed several issues that could cause a crash at the end of a battle, possibly resulting in the loss of the saved game file.
  • Fixed several bugs with supply propagation across maps with blown bridges. This corrects multiple issues where supply could sometimes flow across a blown bridge, allowing incorrect bridge repair and reinforcements.
  • Fixed an issue with moving between two maps with multiple connections. When maps are linked by two connections, and the use of one link would require a river crossing while the other would not, a battle group moving via both links will get a normal entry zone on the near side of the river and a smaller entry zone across the river, with deployment on the far side limited to infantry teams.
  • Fixed a multi-player bug where host and client could get out of sync if two opposing battle groups both rest for at least one turn (avoiding a battle) and then only one player cancels his rest order without moving the battle group off the map.
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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xe5
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by xe5 »

ORIGINAL: Erik Rutins
  • Fixed an issue with moving between two maps with multiple connections. When maps are linked by two connections, and the use of one link would require a river crossing while the other would not, a battle group moving via both links will get a normal entry zone on the near side of the river and a smaller entry zone across the river, with deployment on the far side limited to infantry teams.

This should read: "Fixed an issue with moving between two maps with multiple connections. When maps are linked by two connections, and the use of one link would require a river crossing where the bridge is blown while the other would not, a battle group moving via both links will get a normal entry zone on the near side of the river and a smaller entry zone across the river, with deployment on the far side limited to infantry teams."

The same strat movement situation where the bridge isnt blown results two entry zones but no deployment limitation.
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SteveMcClaire
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by SteveMcClaire »

Yes, you're correct Xe5.  What I meant by 'would require a river crossing' was crossing without using an intact bridge.  But it was not 100% clear.
 
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by xe5 »

That change list item also needs an addendum:

"...Except when another friendly BG also enters the map on the same turn. In this case the BG moving via both links will get only the normal entry zone on the near side of the river while the other BG also gets a normal entry zone. If the other BG also moved via multiple connections, it too only gets the normal entry zone on the near side of the river. Thus maximum number of entry zones is two."

Something to keep in mind to avoid inadvertently trapping an entire BG on the 'wrong' side of a river.
petersolo
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by petersolo »

Thankyou very,very much for fixing the bridge issue.

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Renato
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by Renato »

Now fatigue is useless, because nobody is ever fatigued.

Besides, the AI almost never rests, either by day or by night, even when it has no cohesion.

This game has its beauty, but seems somewhat racked!
grantr
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by grantr »

Currently playing a GC as Germans with Beta Patch. Have noted that German sprites consistently disappear as soon as they surrender. Does not however affect gameplay but does detract from the game somewhat. Have not tested to confirm if same behaviour is exhibited when playing as Allies.
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by Garnier »

I started a multiplayer campaign using v5.60.51, before I knew about this beta patch.

Does anyone know if it's savegame compatible? Or has anyone tried migrating a save to the beta, and continuing on?
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tigercub
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by tigercub »

is there any infomation when there will be a patch update? Erik ?
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Tejszd
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by Tejszd »

Bump. Is there another beta patch coming? Or when will this one be final instead of beta?
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Rekm41
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by Rekm41 »

Has this moved past the Public Beta version as shown in the members only download area?
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STIENER
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by STIENER »

the latest ver is 5.60.53 [ not a Beta ] as of june 14 2013

i believe im correct.........
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by STIENER »

Steve or someone at Matrix
can someone shed some light on this please? what is the latest Version? 5.60.53 or is it 5.60.53b??

i cant seem to find a 5.60.53 [ which me and my opponent are using right now ] anywhere at the matrix download page, only the "b "
Tejszd
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by Tejszd »

Steiner the product link download page has 5.60.53 and I believe it is the latest version; http://www.matrixgames.com/products/386/downloads/
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by STIENER »

thanks Tejszd, so it is..... i looked high and low for that last nite and couldnt find it. [8D] its not in the members area thats for sure. [&:]
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by STIENER »

eric.....did anything get added to the 5.60.53 patch that wasn't in the 5.60.53 BETA?
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zakblood
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by zakblood »

think this is the same version as the manual download tbh

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been a while since i fired it up, but i can never remember if it shows the letters b anyway, so just shows .53 on the load page i think
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STIENER
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by STIENER »

no it shows " B " when u fire up the game in the lower right corner.
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by STIENER »

ERIC??
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SteveMcClaire
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RE: CC: Last Stand Arnhem Public Beta v5.60.53b Now Available!

Post by SteveMcClaire »

Changes from the beta build:

• Fixed bug where supply could propagate incorrectly
• Fixed bug with repair of a blown bridge could causing an error when you reloaded the saved game.
• Fixed bug where using the Relieve order in multi-player game could cause the host and client to be out of sync.
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