New Last Stand Arnhem Public Beta v5.60.51

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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Andrew Loveridge
Posts: 538
Joined: Mon Jul 20, 2009 1:47 pm

New Last Stand Arnhem Public Beta v5.60.51

Post by Andrew Loveridge »

Hello All,

We have some more changes for CC - Last Stand Arnhem. You can check out the Beta version in the Members Club. It includes a change that allows guns to setup in hedgerows, XXX Corps arrival closer to historical time line, panzershreck accuracy increased, plus some force pool changes and a bunch of bug fixes. You can find it under Registered Downloads, if your game is registered.

Change List
V5.60.51 – January 28, 2011
  • Bug Fixes[/b]
    • Fixed multi-player bug where client could get out of sync with host.
    • CRLF 'box' characters should no longer show in briefings on Windows XP
    • VLs on Eindhoven map re-organized -- "To Nederwetten" moved north.
    • Some Battlegroup entry locations corrected for Arnhem Sector campaign, Veghel
      and Best of Best ops.
    • Panzershreck accuracy increased to match bazooka
    • BG purchase point calculation algorithm tweaked. Max pts now based on what it
      would take to refill your BG based on current slots and FP. Thus BGs with
      expensive teams (i.e. tanks) will recover more points per turn. Resting doubles
      points gained for a turn. Resting overnight gives you roughly half the points you’d
      need to refill your BG.
    • Calculation of team quantities for the FP now rounds off, instead of down. Teams
      with 2 in the LSA FPools.txt will have 1 in the FP at Line difficulty, rather than 0,
      now.
    • Fixed a bug where purchase points could go negative when a shot up team were
      returned to the FP at the end of the turn.
    • Fixed a bug with timed reinforcements not always being added to the FP until the
      next day.
    • UI-displayed ratings of cover (map examination text, soldier and team outlines)
      now using the same algorithm.
    • Reduced the distance for an HE round to be considered a ‘direct hit’ on a vehicle
      from 3m to 2m.
    • Reduced the effect of a blast hit against an unarmored part of a vehicle.
    • Greatly reduced the chance of a gun itself being knocked out by a blast hit. It can
      still be damaged or have crew killed at the same rate, however.
    • Soldiers with a weapon that can damage a vehicle (i.e. panzerfaust) will no longer
      choose to close assault the vehicle even at close range.
  • Grand Campaign:
    • Arrival of XXX Corps elements pushed back to closer to their historical time line:
      Guards Armored arrives late 17 Sept – early 18 Sept. 43rd Division arrives late 19
      Sept-early 20 Sept. 50th Division arrives late Sept 20-early Sept 21. So during 17-
      19 September, Guards Armored are the only XXX Corps BGs present.
  • FPool.txt:
    • Added panzerschrecks to 107.Pz.Bde, 10.SS KGs Rheinhold, Brinkmann, Euling,
      and 9.SS KG Graebner.
    • Added PzJg (panzerfaust) teams to 9.SS KGs Spindler and Harder.
    • Added a 4 additional Ersatz teams to KG Goebel (to bump it up to 9 BG slots).
    • Removed 0 quantity LW teams from KG Chill.
  • Elements.txt:
    • Pushed vehicle move rate set very high for small and large hedgerows, to allow
      guns to setup in hedgerows.
  • Maps:
    • LOS on Arnhem Rail Bridge improved around the bridge landings.
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Dundradal
Posts: 753
Joined: Sat Jun 09, 2007 8:36 pm

RE: New Last Stand Arnhem Public Beta v5.60.51

Post by Dundradal »

Thanks!
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity
emperor peter
Posts: 72
Joined: Wed Nov 18, 2009 7:43 pm
Location: Genk, Belgium

RE: New Last Stand Arnhem Public Beta v5.60.51

Post by emperor peter »

Looks good, I can't wait to start playing
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