FC: Cold War Beta - v3.0.2.10337

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: 126
Joined: Tue May 16, 2023 10:08 am

FC: Cold War Beta - v3.0.2.10337

Post by LiamR »

Hello Cold War fans, Flashpoint Campaigns: Cold War's first beta of 2026 is out now. You can download the beta for the Matrix version of the game here.

Attached here is a PDF with all changes listed -
WhatsNew.pdf
(1002.9 KiB) Downloaded 19 times
A full changelog is also posted below.

Content:
- Maps: fix outdated Buchholz map graphics (wrong style railroads).
- Update “It Begins” scenario to use the new Gersfeld map, which fixes inconsistent cover/concealment values.
- fix a problem in “Tutorial - Artillery Operations”, where fire support group (“FSG”) thresholds prevented NATO MLRS from firing CB missions on detected targets.
- "Beaning the Beamers": fix CSLA leader badge to CSLA badge (not CZ flag), reduce FSG thresholds for rocket launchers, refer to “Czechoslovaks”, not “Czechs” in the briefing.
- "The Three Sisters" updated: "Set WP HiHQ on map for all BPs; Set WP AD units on map; Adjust WP OMA artillery ranges to reach the map. Note that the Red artillery is all set to On Call... no pre-barrage, which is as expected."
- "The First Dance" updated to correct the time in the briefings and make a slight change to one of the Red BPs. This scenario is meant to be played from the Red side. We have added a notice at the top of the Scenario Description to explain this now.
- "Schlacht bei Diemelstadt" updated to correct briefings and threat assessments typos and provide some auto-generated info.
- Re-introduce illumination rounds to “Every Cat is Black at Night”. They went missing at the last minute with 3.0.1.
- The ICM strike animation now uses the correct animation.

High DPI Monitor Support:
- Support multiple monitors with different display scaling by switching to 'per monitor' High DPI support. This means that if a player has multiple monitors running at different scales (e.g. 100% and 150%) then as game dialogs and reports are dragged from one to the other, the dialog will scale to the new monitor once the exact center point of the dialog crosses over.

Combat Model:
- Allow helicopters with ripple-fire/laser-designated ATGMs a rate of fire of two. Note: This results in AH-64 with Hellfire missiles being even more powerful in combat.
- Lower the protection threshold for anti-armor systems to engage using AP or HEAT (including tank guns, auto-cannon, ATGMs).
- Stop anti-radiation missiles from engaging targets w/o air search radars.
- Don't double-count defender terrain and mast/periscope benefits in combat.
- When a standoff range of one is specified, have the unit anticipate up to three minutes in the future to determine if its standoff is about to be violated.
- Fix an issue where "hold fire" units could be blocked by an enemy that wouldn't fire on them due to not being damage-capable. Units with Hold Fire SOP should not be stopped in this case.

Increased Artillery Utilization:
+ Retain fire support requests for static targets longer.
+ Improve "Indirect fire on targets containing friendlies" handling, making artillery available sooner for other missions.
- Reject the fire mission and don't scoot if detected prior to the first volley
- Abort fire mission on first detection of friendlies in the target area, preventing repeated log messages.
+ Improve generation of fire support requests.
- Call with a batch of units, enabling prioritization of most relevant target.
- Increase priority of targets who do not already have a fire support request in the FSCC queue.

Multiplayer PBEM++:
- Various fixes to make the system more robust and better explain PBEM++ server messages. Improvements to the logging as well for future troubleshooting.
- New account registration. Add further details of username and password constraints. This is a new label we added to the sign-in page to explain to people creating new accounts what the basic rules are for user IDs and passwords.

Tournaments:
- Let players end a tournament match if one of them has suffered Sudden Death.
- Award the Game Over Bonus if the minimum required turn length has passed in a tournament match.
- Matrix Tournament Rules. We now give 7-star victory points to winners rather than the specific level of victory points. Losers still get partial points based on their victory level.

Other Changes:
- Fix a problem where resupply orders would get cancelled before making any progress. There was an assumption that after X mins, some resupply would have happened.
-- Fix ammo handling in Scenario Refresh, successfully preserving ammo loads over weapon changes in the same platform, and correctly preserving ammo per pod/pylon instance.

Quality of Life Changes and Fixes:
- Allow for stronger transparency in the night and twilight hues. Show the min/max limits of these values in the relevant User Preferences dialog. We do not want to suppress these entirely or the effects of artillery illumination rounds will not be noticed.
- Introduce a dedicated wreck marker for downed helicopters.
- The Subunit Inspector now shows long subunit names across the top two lines of text so that they are no longer truncated trying to fit into one line.
- Scenario Editor: reintroduce the 'Auto Place Bridges' button for situations where we want to replace an underlying map and place all bridges anew.
- Unit Dashboard. Don't treat helicopters being outside of resupply range as a Staff Alert but do provide supply range information as a Staff reminder.
- Fix Air Defense overlay not distinguishing between FLAK guns and ADL limited guns.
- Weather Model: report "clouds on the ground" 50m visibility as fog.
- Fix incorrect display of ICM attributes in the Subunit Inspector and the Unit Dashboard.
- Fix missing description of 'Direct Path' SOP Movement Preference flavor.
- Fix display of (HQ) rank to follow 'local' rank descriptions.
- Provide better information on detected contacts in pop-ups and in the TOC Intelligence report.
- Fix Staff Alerts being generated as soon as a single subunit has low or no ammo for a weapon + ammo combination. Now all subunits need to be low or out before the alert is generated. This primarily affects units firing illumination rounds.
- Fix TOC Intelligence report for Enemy Sitrep, tooltips leaking details about 'detected only' forces and lost contacts.
- Add an option to see a halo around the unit counter label to improve readability against unexpected unit counter colors. By default, the unit counter label halo option is off.
- Consistently use the time format HH:nn in the game, such as in the 'clock' panel’s dawn and dusk times.
- Unit Counters: make sure the default unit counters for detected / sigint / etc. are treated as NATO symbols with respect to flipping, coloring.

Documents:
- FM01 Game Operations updated some text descriptions. Also, we made a few grammar tweaks and replaced one outdated image for the game Colors preferences.
- FCCW Game FAQ - updated info and added OneDrive compatibility issue
- FM02 Battlefield Primer - typos, added missing ammo types
- FM03A Tutorial Operations Basic - corrected a handful of typos and a bad image.
- FM03B Tutorial Operations Intermediate - corrected a handful of typos and a bad image.
- No changes to the other PDFs.
- Multiple fixes on the fly to online Guides documentation to fix typos, broken links and duplicate information.
macvsogjc
Posts: 2
Joined: Sat Aug 23, 2025 9:00 am

Re: FC: Cold War Beta - v3.0.2.10337

Post by macvsogjc »

Great job thanks
Sunbather
Posts: 98
Joined: Tue Aug 30, 2022 11:37 am

Re: FC: Cold War Beta - v3.0.2.10337

Post by Sunbather »

It would be great if we also got the Beta over on Steam. They have a dedicated system for this.
macvsogjc
Posts: 2
Joined: Sat Aug 23, 2025 9:00 am

Re: FC: Cold War Beta - v3.0.2.10337

Post by macvsogjc »

Sunbather wrote: Sun Jan 18, 2026 11:31 am It would be great if we also got the Beta over on Steam. They have a dedicated system for this.
It is, you just need to right click on the game in your library, select properties, then when the dialogue pops up, on the left handside you see 'Beta' click that, then select open beta from the drop down. Then hit ok. It should install the beta file automatically. Hey presto! :mrgreen:
Sunbather
Posts: 98
Joined: Tue Aug 30, 2022 11:37 am

Re: FC: Cold War Beta - v3.0.2.10337

Post by Sunbather »

macvsogjc wrote: Sun Jan 18, 2026 12:28 pm
Sunbather wrote: Sun Jan 18, 2026 11:31 am It would be great if we also got the Beta over on Steam. They have a dedicated system for this.
It is, you just need to right click on the game in your library, select properties, then when the dialogue pops up, on the left handside you see 'Beta' click that, then select open beta from the drop down. Then hit ok. It should install the beta file automatically. Hey presto! :mrgreen:
Absolutely great! Maybe I should have checked before complaining ; )
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