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The Longest Day v5.50.11b Public Beta
Posted: Mon Dec 13, 2010 5:29 pm
by Andrew Loveridge
Hello All,
We have a new update for CC: The Longest Day, that includes the path finding and AI fixes from Last Stand Arnhem, among other things. It can be found in the Members Club. We hope to make this official before the holidays, but wanted the members to have a look before we did.
This is a beta so please give us your feedback.
Changes in this update: v5.50.11
- New Features
- Path finder from “Last Stand Arnhem” added.
- AI player updates from “Last Stand Arnhem” added.
- Bug fixes
- Fixed post-battle crash that could occur due to incorrect cleanup of flamethrower effects data.
- Fixed post-battle crash that could occur due to incorrect cleanup of vehicle wreck image data.
- Fixed several multi-player crash issues.
- Battle Group Screen: Revert now resets the reinforcement count correctly in all cases.
RE: The Longest Day v5.50.11b Public Beta
Posted: Mon Dec 13, 2010 6:40 pm
by davidss
Thanks a million [:)]
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 14, 2010 2:41 am
by Tejszd
Thank you!!!
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 14, 2010 7:48 am
by davidss
Vehicle path finding in this patch is probably one of the best improvements ever for CC ... it's gone from clumsy to sophisticated.
Thanks
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 14, 2010 12:22 pm
by Dundradal
Thanks!!!
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 14, 2010 6:16 pm
by davidss
AI tactical seems much improved too
Thanks
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 14, 2010 7:38 pm
by Andrew Williams
Steve totally re-wrote the Pathfinder.
QUOTE: But one of these re-writes was probably the most satisfying programming I got to do for Last Stand Arnhem. The original Close Combat path finder was one of those components where the design had some compromises so it could run well in real-time. They couldn’t have the whole game stalling noticeably every time you gave a movement order, so it was designed to find a path, or fail to find one, quickly. The result was that you’d sometimes have a unit fail to find a path when it seemed obvious to the player, or the unit would take an odd-looking path just because that was what the path finder could come up with in the time allowed. We knew this was an occasional nuisance in the game, but the complex maps (lots of rivers with narrow bridges) in Last Stand Arnhem were aggravating it. Matrix Games gave us the go-ahead to invest in fixing this the right way. Then our volunteer testing team hammered on it for a couple of weeks. The result is a lot less frustration when moving your units around. It’s probably something players new to the series won’t even notice, but for me it felt great.
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 14, 2010 8:06 pm
by davidss
Thanks for the info Andrew
And hats off to Steve and the test team

RE: The Longest Day v5.50.11b Public Beta
Posted: Fri Dec 17, 2010 8:18 pm
by Oliver Heindorf
WOW, just bought it and another update !
RE: The Longest Day v5.50.11b Public Beta
Posted: Sat Dec 18, 2010 7:19 am
by Amgot
How about correcting the wrong elevation on Easy Red reported
here and replacing the original La Fiere map with the more accurate one made by AT-Norden as suggested
here (preview
here).
RE: The Longest Day v5.50.11b Public Beta
Posted: Sat Dec 18, 2010 8:49 pm
by Tejszd
Amgot did you actually check the map easy red before saying there is still a problem???
Might want to as it is fixed. Don't know which patch fixed it, but it is no longer an issue....
RE: The Longest Day v5.50.11b Public Beta
Posted: Sun Dec 19, 2010 12:11 am
by Amgot
Oh my bad then. Was playing a GC with the v5.50.09b patch (which was the latest patch when I started my GC) and it still wasn't fixed. I though this new beta patch didn't fix it because there isn't anything about it in the changelog, but you're right, I should have checked first.
RE: The Longest Day v5.50.11b Public Beta
Posted: Sun Dec 19, 2010 12:32 am
by Andrew Williams
Amgot
If you upgrade to v5.50.11can you please report back that the fix is in.
thanks
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Dec 21, 2010 1:53 pm
by Amgot
Will do but I have to finish a GC with the v5.50.09b patch first.
Edit: Just to make sure, the v5.50.09b beta patch includes all previous updates right? As in, there is no need to first install the latest official patch v5.50.07 and then the latest beta patch?
RE: The Longest Day v5.50.11b Public Beta
Posted: Mon Dec 27, 2010 6:19 am
by haxu
I am so glad that CC TLD was updated based on LSA.
But, as pointed in the tech support forum, some units were replaced by new units between turn1 and 2,
even though they got no damage nor very few damage.
Please fix this bug.
RE: The Longest Day v5.50.11b Public Beta
Posted: Mon Dec 27, 2010 6:46 am
by Andrew Williams
Link please?
RE: The Longest Day v5.50.11b Public Beta
Posted: Mon Dec 27, 2010 9:34 am
by emperor peter
ORIGINAL: haxu
But, as pointed in the tech support forum, some units were replaced by new units between turn1 and 2,
even though they got no damage nor very few damage.
Please fix this bug.
I've had this bug too. It occurs in WaR as well.
RE: The Longest Day v5.50.11b Public Beta
Posted: Mon Jan 10, 2011 5:23 pm
by Cathartes
I don't see this in the Member's Club. Anyone else?
edit: ah, ok I had to find it in some obscure, back-door way after seeing my registered games.
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Jan 25, 2011 8:30 pm
by Platoon_Michael
Can U explain this further to me?
In WAR I see my Units down to 3 sometimes 2 and god forbid even one man and the AI hasnt replaced them for me.
RE: The Longest Day v5.50.11b Public Beta
Posted: Tue Feb 15, 2011 2:59 pm
by Panssarijääkäri
These are not big bugs, but just something I'd like see fixed.
Whenever I replace a Command team which has a commander who has a rank of 1st Lieutenant/Oberleutnant with another command team, the commander of the new command teams will never have a rank above 2nd Lieutenant/Unterleutnant. In 5.50, this bug was not present.
Another thing I noticed is that MG42/34 have a maximum range of 500m. Normally, MG's don't have a LOS beyond 300m, but in the beach maps it's kinda problematic if you want to engage from long range. Also, the sMG34's weapon icon is a leMG34.
On a side note, I'm very happy to see that the AI is far more agressive and unpredictable now. I can also see significant improvements in vehicle path finding, especially off-road.