Flashpoint Campaigns: Cold War Update v3.1.0.10962

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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LiamR
Posts: 133
Joined: Tue May 16, 2023 10:08 am

Flashpoint Campaigns: Cold War Update v3.1.0.10962

Post by LiamR »

Hello Colonels and Polkovniks. Today alongside the release of Lowland Lions, we have a free update for Flashpoint Campaigns: Cold War. v3.1.0.10962

This update is required to see and play the Lowland Lions DLC. If a licensed copy of Lowland Lions is installed then the new scenarios and campaigns are added to the existing selection lists in the game setup dialogs.

This update can be downloaded from the Matrix store page.

2.1 Data Corrections and Enhancements

- Polish national data files have been updated to fix typos, Command Rank names, and various format issues.

2.2 Content

- All scenarios, both standalone and campaign, have been refreshed to use the very latest national data files. This is mostly cosmetic but always worth doing.
- "Tutorial - Air Support Operations" was wrt weather being 0% visibility about one game in twenty.
- Standalone "Alamo at Soest" was updated to remove an errant leg HQ from a Tank HQ unit.
- Fix a problem with the Neuffen map terrain and update the standalone 'End of the Road' scenario with this updated terrain.
- Standalone “Seek-Fix-Destroy” had a typo in the briefing ("aftyer") that needed to be corrected.
- Standalone "Soviet Main Attack Force" was updated to make a small correction to the OOB.
- Standalone "The Great Escape" had a unit SPA/1-2 ACR that came in as a reinforcement but had a starting order of Rest and Resupply. This was unnecessary, as it was already fully rested and supplied. The result was that Readiness dropped to 1%! Both scenario and code issue fixed.

- Standalone "The Ordeal of the 4th Lancers" has a fixed typo in both mission briefings where it says the scenario length is six hours when really it is eight.
- Standalone "The Ride of the 12 Cuirassier" fixed typo in Scenario Description "Defenses" -> "Defensive".

2.3 Feature Fixes and Polishes

2.3.1 Combat

- Substantial rework on ground-to-air air defense corrections and refinements.
- Detect and handle out-of-illumination rounds in a more robust way.
- FSCC: Make it more aware of remaining ammo stocks and types when assigning staff barrage orders.
- FSCC: don't consider already merged requests for further merges, when trying to weed out repeated support requests.
- Counter-battery responsiveness by rocket artillery to spotted tube artillery: reduce default step threshold from 10 to 5 so that a fire mission is more likely to be ordered by the FSCC.
- SOP ‘withdraw on indirect loss’ wasn't properly supported, we could take indirect fire, not suffer a loss, then take a direct fire loss and end up withdrawing. Now fixed.
- SOP: Fix where units were not following standoff range guidance because the enemy jumped past ‘Detected’ state straight to 'Identified’ or ‘Classified’ (or other spotting level).

2.3.2 Tactical Transport

- Tactical Transport: fix edge case where we try to abort an ongoing disembark order because the transport aborts unloading: be robust against the passenger already being a casualty at that time.
- The Transport Planner dialog cried out for something to guide the newer player through his first few attempts to do a plan. We created a 6-point checklist for creating TT plans that is accessed via a button in the form title bar called "View Tactical Transport Checklist”.
- Fix to not fully updating UI elements after deleting a TT plan. Also, fix Unit Dashboard not updating when a TT plan is issued or cancelled.
- Also fixed the TT planner not properly showing remaining capacity for Transport units not assigned to the current plan.

2.3.3 ‘Rest and Resupply’ becomes ‘Resupply’

- This common function was just a little too complicated. We have streamlined it to be just “Resupply”. It will cause the unit to resupply back up to 100% without further player input.
- We have improved how we supply ammo to a unit, moving to totaling up all ammo loads of a given ammo type and then distributing the new ammo count across all available subunits. This implicitly rebalances ammo supplies. We have also refined what we consider to be ‘key ammo’. When key ammo runs low then resupply will be triggered even if other ammo stocks are fine.
- we have also updated various Supply labels to make it clearer what the supply state really is.

2.3.4 Quality of Life

- Add 'Full Map Screen Capture' to Scenario Editor menu.
- Fix a problem with the game theme song stuttering on game launch because it is called twice to start!
- Scenario Editor: Finally, make some of the Force Selection interior panels, as well as the entire form, resizable. This is a big help for those with big, hi-res monitors.
- Scenario Editor: Add a new ‘Copy to Clipboard’ button to the scenario editor validator so that extensive notes can be captured more easily to paste into some other program.
- Steam support. Save games to correct new path if Steam Cloud is enabled. A new checkbox in both the Save and Load dialogs now lets the user toggle between default Steam legacy Save folder and the new common Matrix one in Documents.
- Minor little fixes to the recent VCR Replay feature to make it more predictable. Fade out and stop audio and animations on VCR going into a paused state.
- Weather Selection - the form is now user-resizable so that more of the weather grid can be viewed if screen space allows.
- Print to Pdf of Mission Briefing cut off the right-side content. Fixed, all reports with map images that were printed to PDF had problems because they did not scale the map to fit paper portrait mode and therefore could easily make the page 'too wide' and therefore cut off the text on the right side.
- Combat Hints. Sometimes they were shown for zero seconds, particularly when a unit was wiped out. This is now fixed.
- Hex grid overlay: Fix slowness when rendering the large number of hex sides.
- Remove incorrect tool tips from Unit Dashboard labels.
- Command range calculations have been reworked to better follow the
chain of command and provide better command delay calculations.
- Add ‘tournament score’ to ‘multiplayer score’ and display in all multiplayer games. This is so that the Matrix tournament results will be confirmed in-game and not appear to conflict with the normal single game scoring. Both are now shown.

2.4 Documents

- no changes
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