Status of patch for Panzer Command Ostfront
Posted: Wed Jul 09, 2014 3:19 pm
The development team for Panzer Command Ostfront is working on a patch for Panzer Command Ostfront. The primary focus for this patch will be to fix items in PCO that are not currently working as designed or intended. Below are a list of items the team has identified as needing work.
If any of you have additional items that are not working as intended, please post them in this thread. We can't promise to address all of them but we will look and try to address as many as possible. But again, our primary focus for this patch is to fix things that aren't working as intended. New features or enhancements will have to wait until a new game or expansion for PCO is done.
We don't have a timeline for this patch, but we have made progress on several of the items. As we firm up plans I will keep all of you informed.
1. Fix Random Battle Generator so that AT guns are not considered infantry for purposes of force allocation. FIXED
2. Fix bug in game engine where long narrow map objects get knocked down FIXED
3. Fix bug in game engine where an artillery unit that runs out of one type of ammo in the fire phase after fire is cancelled gets locked and is no longer available for use even though it has other ammo to use. FIXED
4. Fix bug in game engine where a tank hit clank sound is played when a shot hits ground when the shooting at a hull down AFV. Also tank should not button up for a ground deflection shot.FIXED
5. Fix bug in game engine where flag wave sound is stilled played even if flags are turned off. FIXED
6. Fix template file that could cause problem with Random Campaign generation in some cases. FIXED
7. Fix problem for the Map Maker interaction with Google Maps so that it works with updated with Google Maps. FIXED
8. Updated select AFV models. FINISHED
9. Change the way MapMaker does tree obstacles so that the tree terrain does not overwrite structure terrain resulting in LOS through building sometimes not being blocked . FIXED
10. Fix the message log notification so that details of enemy damage is not revealed to player. FINISHED
11. Display the correct target box for open shef artillery barrage. FINISHED
12. Fix the truncation of the scenario editor screen for screen resolutions < 1024 vertical
the screen should display correctly for screen resolutions as low as 768. FIXED
13. Fix bug in game engine that allows track hits and hits at locations lower than 6 even when target is hull down. Ensure these locations can not be hit when target is hull down. FIXED Also improved how hull down status was determined. AFVs and Armoured Unit Guns should now be able to get hull down status more realistically. Also added ability to gain hull down status from behind stone walls.
14. Fix bug in game engine that uses an incorrect sighting height for some buttoned vs unbuttoned tanks. FIXED
15. Fix bug in game where "Team" attribute is not being used in calculating LOS. FIXED
16. Fix LOS bug which applies some sighting factors during issuing orders phase that should not be applied until the order execution phase. LOS should to targets should not change while in the Issuing Orders phase except for unbuttoning or buttoning.FIXED
17. Change the code to allow the ability for Infantry and small arms units to be able to target unbuttoned or Open-Top AFV's so that the possibility for Tank Commander damage from small arms exists. FINISHED
18. Change the code so that the sighting penalty for buttoning up is NOT assessed if the sighting unit was firing at the target unit immediately before buttoning up. FINISHED
19. Change the code so that the -2 sighting penalty for firing a gun is not assessed if the target unit is the same as the unit being sightchecked. FINISHED
20. Change the code so that binoc view (or lock onto unit) can be applied to units that are buttoned. FINISHED
21. Change the code to set the height of the camera for binoc view to be based on the eye height of the commander if unit is unbuttoned or the height of the gun optics if unit is buttoned. Currently this height is set at a default height of .7m above commander seat. FIXED
22. Fix the Scenario Editor to take the ammo loadout for the PID from the unit data and not the gun data.FINISHED
23. Update the unit xmls for the Stug III and for the PzIVD and other units equipped with the 75mm/L24 short. FIXED
24. Fix the problem so that Map Maker can access and download DEMs that are not installed with base game.FIXED
25. Fix Map Maker link to Google Maps so that getMaxZoom used to integrate with Google Maps works.FIXED
26. Change code so that units that reach their destination when in Engage-->Move order have an opportunity to fire during that phase if enough time remains in the phase. Units with Advance order already have this opportunity. FINISHED
27. Tweak the TacAI so that when the AI is handling the defender in a scenario it has a stronger tendency to keep AFVs in tank pits. FINISHED
28. Tweak the TacAI to reduce the TacAI use of higher value ammo on longer range shots.FINISHED
29. Tweak the TacAI so that ROF is reduced more for longer range shots.FINISHED
PCO Dev Team
If any of you have additional items that are not working as intended, please post them in this thread. We can't promise to address all of them but we will look and try to address as many as possible. But again, our primary focus for this patch is to fix things that aren't working as intended. New features or enhancements will have to wait until a new game or expansion for PCO is done.
We don't have a timeline for this patch, but we have made progress on several of the items. As we firm up plans I will keep all of you informed.
1. Fix Random Battle Generator so that AT guns are not considered infantry for purposes of force allocation. FIXED
2. Fix bug in game engine where long narrow map objects get knocked down FIXED
3. Fix bug in game engine where an artillery unit that runs out of one type of ammo in the fire phase after fire is cancelled gets locked and is no longer available for use even though it has other ammo to use. FIXED
4. Fix bug in game engine where a tank hit clank sound is played when a shot hits ground when the shooting at a hull down AFV. Also tank should not button up for a ground deflection shot.FIXED
5. Fix bug in game engine where flag wave sound is stilled played even if flags are turned off. FIXED
6. Fix template file that could cause problem with Random Campaign generation in some cases. FIXED
7. Fix problem for the Map Maker interaction with Google Maps so that it works with updated with Google Maps. FIXED
8. Updated select AFV models. FINISHED
9. Change the way MapMaker does tree obstacles so that the tree terrain does not overwrite structure terrain resulting in LOS through building sometimes not being blocked . FIXED
10. Fix the message log notification so that details of enemy damage is not revealed to player. FINISHED
11. Display the correct target box for open shef artillery barrage. FINISHED
12. Fix the truncation of the scenario editor screen for screen resolutions < 1024 vertical
the screen should display correctly for screen resolutions as low as 768. FIXED
13. Fix bug in game engine that allows track hits and hits at locations lower than 6 even when target is hull down. Ensure these locations can not be hit when target is hull down. FIXED Also improved how hull down status was determined. AFVs and Armoured Unit Guns should now be able to get hull down status more realistically. Also added ability to gain hull down status from behind stone walls.
14. Fix bug in game engine that uses an incorrect sighting height for some buttoned vs unbuttoned tanks. FIXED
15. Fix bug in game where "Team" attribute is not being used in calculating LOS. FIXED
16. Fix LOS bug which applies some sighting factors during issuing orders phase that should not be applied until the order execution phase. LOS should to targets should not change while in the Issuing Orders phase except for unbuttoning or buttoning.FIXED
17. Change the code to allow the ability for Infantry and small arms units to be able to target unbuttoned or Open-Top AFV's so that the possibility for Tank Commander damage from small arms exists. FINISHED
18. Change the code so that the sighting penalty for buttoning up is NOT assessed if the sighting unit was firing at the target unit immediately before buttoning up. FINISHED
19. Change the code so that the -2 sighting penalty for firing a gun is not assessed if the target unit is the same as the unit being sightchecked. FINISHED
20. Change the code so that binoc view (or lock onto unit) can be applied to units that are buttoned. FINISHED
21. Change the code to set the height of the camera for binoc view to be based on the eye height of the commander if unit is unbuttoned or the height of the gun optics if unit is buttoned. Currently this height is set at a default height of .7m above commander seat. FIXED
22. Fix the Scenario Editor to take the ammo loadout for the PID from the unit data and not the gun data.FINISHED
23. Update the unit xmls for the Stug III and for the PzIVD and other units equipped with the 75mm/L24 short. FIXED
24. Fix the problem so that Map Maker can access and download DEMs that are not installed with base game.FIXED
25. Fix Map Maker link to Google Maps so that getMaxZoom used to integrate with Google Maps works.FIXED
26. Change code so that units that reach their destination when in Engage-->Move order have an opportunity to fire during that phase if enough time remains in the phase. Units with Advance order already have this opportunity. FINISHED
27. Tweak the TacAI so that when the AI is handling the defender in a scenario it has a stronger tendency to keep AFVs in tank pits. FINISHED
28. Tweak the TacAI to reduce the TacAI use of higher value ammo on longer range shots.FINISHED
29. Tweak the TacAI so that ROF is reduced more for longer range shots.FINISHED
PCO Dev Team