RE: PREVIEW OF MAIN PATCH 580 CHANGES
Posted: Tue Jun 19, 2012 1:02 pm
Thanks for screenshots! Shader/lightning/graphic changes look pretty.
Oh, by the way, you can scale the size (resolution) of your user interface in the graphic options: it was the resolution setting in the option 2.01 or 2.02 - can't remember which one. General resolution (interface) and 3D resolution can be changed separately through those options. Of course it may also be a bug or somekind of change in the beta patch.
Also, may I warn you that the arrows of enemy attack (or recon) direction are just general information showing main goal of A.I. More detailed plan or attack route may be totally different and may include capture of other areas/squares and keypoints (flags) as well. Keypoints helps you to increase your units' influence (control points) of a square, so it's possible to hold an area/square with small number of units if you don't lose the keypoint. So it's wise to defend larger area or at least leavy some men near keypoints. Otherwise you may lose ground, and units that were occupying that area/square on the operational map will retreat to nearest empty location on operation map or rout. I understand that here you are just showing some changes, but I just wanted to share that piece of information just in case. [:)] I've seen lot's of misunderstandings on these forums regarding this game, because the game works in more complicated way than it looks and not many seem to have time, nerves or chance to read the manual or learn by doing.
Here is the detailed patch / update (may 2012) change log revealed so far:
http://translate.google.com/translate?h ... %3Ff%3D180***
1) Added shielding for AI view from dust, shots, explosions and vehicle movement tails.
2) Accuracy of fire added to statistics.
3) Added setting for thinning of dust and smoke (2.24).
4) Added a detailed grass cover.
5) Display time when an important event is occurred (during battle).
6) Fixed a bug with the absence of arrows in the briefngs description.
7) Heavy infantry weapons abandoned automatically if enemy is approaching and lack of ammunition.
8) Added new uniforms and states for the 1st Czech battalion in a quick battle.
9) Algorithm for selecting a weapon type and ammunition according to the target is corrected.
10) Fixed ammunition for machine guns in M3A1 "Stuart" tank.
11) When the quick movement modifier is set - infantry left a vehicles only at a higher level of fire.
12) Changed trenches for the MGs.
13) Manual for operation editor is improved.
14) Changed the default operation layout which is created by an editor.
15) Operation editor interface is adjusted.
16) The descriprion format of the operations and platoons is changed.
17) Small changes in the operational phase graphics.
18) Improved output format for afterbattle statistics.
19) Reconfigure some parameters of the vehicles.
20) Improved algorithm for airstrikes.
21) Improved algorithm of the heavy infantry weapon actions.
22) Fixed bug with the initial location of the projectile when it is leaving the barrel.
23) Fixed bug with incorrect point for the LOS during the transfer a heavy infantry guns.
24) Adjusted visualization of smoke grenades shooting.
25) Some SFXs are changed.
26) Added soil alignment during the installation of infantry weapons.
27) Introduced heavy ATRs PzB.41 in two mods.
28) Reconfigured water and ice rendering.
29) Changed the look and logic of the work for orders and modifiers tab in tactical combat.
30) Added a separate button for vehicle rotation order and new movement modifier.
31) Changed the look and logic of the work for some cursors.
32) Added new commands to the interface of the initial squad placement.
33) Added a new snowy season for Taranovka district and future DLC's.
34) Added ability to set the fire arc so that the vehicle is not rotated by hull.
Right click at the fire arc button when the fire arc is not set.
35) Changed the display of certain parameters in the squad panel.
36) Changed shadows rendering method in enciclopedia.
37) Added blasting charges for field engineers.
38) Some small improvements and changes.
39) Added a side observation device for the T-26 tank driver.
40) Adjusted operation selection menu.
41) Changed helper in the operational and tactical phases.
42) Added a separate savegame (tactical) for a quick battle.
43) Apply the settings button is highlighted in red if the apply will delete the tactical savegames.
PLUS
http://translate.google.com/translate?h ... %3Ff%3D180
1) The reconfigured lighting at night and bad weather.
2) Optimized build lodov herbs with multiple cores
3) The algorithm of choice, and the charge mode of firing the gun leIG
4) After issuing the order, the order button is pressed and active - menu modifiers.
5) Added a setting to disable the smoky "footprint" of the tracer (for some shells.)
6) Fixed overlay interface diagrams and changed the interface itself.
7) Changed the summer season (for Volokonovki).
8) Added support for the following micro-addon Krasnaya Polyana (in the manual for the editor and the operational phase).
The patch will be released shortly, probably in this month I guess. Can't wait... [:)]
Oh, by the way, you can scale the size (resolution) of your user interface in the graphic options: it was the resolution setting in the option 2.01 or 2.02 - can't remember which one. General resolution (interface) and 3D resolution can be changed separately through those options. Of course it may also be a bug or somekind of change in the beta patch.
Also, may I warn you that the arrows of enemy attack (or recon) direction are just general information showing main goal of A.I. More detailed plan or attack route may be totally different and may include capture of other areas/squares and keypoints (flags) as well. Keypoints helps you to increase your units' influence (control points) of a square, so it's possible to hold an area/square with small number of units if you don't lose the keypoint. So it's wise to defend larger area or at least leavy some men near keypoints. Otherwise you may lose ground, and units that were occupying that area/square on the operational map will retreat to nearest empty location on operation map or rout. I understand that here you are just showing some changes, but I just wanted to share that piece of information just in case. [:)] I've seen lot's of misunderstandings on these forums regarding this game, because the game works in more complicated way than it looks and not many seem to have time, nerves or chance to read the manual or learn by doing.
Here is the detailed patch / update (may 2012) change log revealed so far:
http://translate.google.com/translate?h ... %3Ff%3D180***
1) Added shielding for AI view from dust, shots, explosions and vehicle movement tails.
2) Accuracy of fire added to statistics.
3) Added setting for thinning of dust and smoke (2.24).
4) Added a detailed grass cover.
5) Display time when an important event is occurred (during battle).
6) Fixed a bug with the absence of arrows in the briefngs description.
7) Heavy infantry weapons abandoned automatically if enemy is approaching and lack of ammunition.
8) Added new uniforms and states for the 1st Czech battalion in a quick battle.
9) Algorithm for selecting a weapon type and ammunition according to the target is corrected.
10) Fixed ammunition for machine guns in M3A1 "Stuart" tank.
11) When the quick movement modifier is set - infantry left a vehicles only at a higher level of fire.
12) Changed trenches for the MGs.
13) Manual for operation editor is improved.
14) Changed the default operation layout which is created by an editor.
15) Operation editor interface is adjusted.
16) The descriprion format of the operations and platoons is changed.
17) Small changes in the operational phase graphics.
18) Improved output format for afterbattle statistics.
19) Reconfigure some parameters of the vehicles.
20) Improved algorithm for airstrikes.
21) Improved algorithm of the heavy infantry weapon actions.
22) Fixed bug with the initial location of the projectile when it is leaving the barrel.
23) Fixed bug with incorrect point for the LOS during the transfer a heavy infantry guns.
24) Adjusted visualization of smoke grenades shooting.
25) Some SFXs are changed.
26) Added soil alignment during the installation of infantry weapons.
27) Introduced heavy ATRs PzB.41 in two mods.
28) Reconfigured water and ice rendering.
29) Changed the look and logic of the work for orders and modifiers tab in tactical combat.
30) Added a separate button for vehicle rotation order and new movement modifier.
31) Changed the look and logic of the work for some cursors.
32) Added new commands to the interface of the initial squad placement.
33) Added a new snowy season for Taranovka district and future DLC's.
34) Added ability to set the fire arc so that the vehicle is not rotated by hull.
Right click at the fire arc button when the fire arc is not set.
35) Changed the display of certain parameters in the squad panel.
36) Changed shadows rendering method in enciclopedia.
37) Added blasting charges for field engineers.
38) Some small improvements and changes.
39) Added a side observation device for the T-26 tank driver.
40) Adjusted operation selection menu.
41) Changed helper in the operational and tactical phases.
42) Added a separate savegame (tactical) for a quick battle.
43) Apply the settings button is highlighted in red if the apply will delete the tactical savegames.
PLUS
http://translate.google.com/translate?h ... %3Ff%3D180
1) The reconfigured lighting at night and bad weather.
2) Optimized build lodov herbs with multiple cores
3) The algorithm of choice, and the charge mode of firing the gun leIG
4) After issuing the order, the order button is pressed and active - menu modifiers.
5) Added a setting to disable the smoky "footprint" of the tracer (for some shells.)
6) Fixed overlay interface diagrams and changed the interface itself.
7) Changed the summer season (for Volokonovki).
8) Added support for the following micro-addon Krasnaya Polyana (in the manual for the editor and the operational phase).
The patch will be released shortly, probably in this month I guess. Can't wait... [:)]
