Changelog v1.612 - Bold Guard

Armored Brigade II revolutionizes real-time tactical warfare in 3D, focusing on the intense combined arms combat of the Cold War era, from 1965 to 1991. Boasting a meticulously researched database and huge real-world terrain maps, this game offers an unparalleled combat simulation experience.
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NotTooBad
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Changelog v1.612 - Bold Guard

Post by NotTooBad »

A new update for Armored Brigade II is now available, introducing a brand-new free campaign, a new tree system, audio improvements and plenty of other additions, changes and fixes.

For a detailed overview of the new features and improvements, check out our latest Dev Diary:

You can find the full changelog below:

v1.612
  • Fix: Some bridges had grass growing in the water around them.
  • Fix: An incorrect color was used beneath early autumn tree rows.
  • Fix: Minor issues with the 9P110 and T-10 models.
  • Fix: Reduced the length of the faction date list in the database editor to prevent it from overlapping other UI elements at larger UI scales.
  • Fix: The hull rear armor shape label on the unit specifications screen was rendered on top of the side shape label.
  • [campaigns] Added the 'Bold Guard' linear campaign.
  • [database] Improved Leopard 1A4 and Leopard 2 visibility to Excellent to reflect their stabilised panoramic sights; set T-80U and T-80UD to Good based on their PNK-4S / TKN-4S sights.
  • [database] Assigned NM142 a proper TOW weapon.
  • [database] Standardised missile tracer dimensions.
  • [database] Removed redundant vehicle commander legacy sprites.
  • [database] Removed duplicate us_m1 and us_jeep_wpn_rcl asset blocks from resources_custom_3d.xml.
  • [engine] Increased heavy artillery and mortar HE shell shrapnel penetration from 10mm to 20mm.
  • [engine] Implemented the individual tree system. Trees are now correctly positioned on hill slopes, vary in size and color, and can fall and burn.
  • [engine] Implemented blood particles for casualties.
  • [engine] Implemented scorched and bloodstained ground objects.
  • [engine] Implemented water explosion waves and wakes generated by moving vehicles.
  • [engine] Improved the positioning and movement of various particles.
  • [engine] Doppler effect is now enabled at all times for all ground and air vehicles and their weapons.
  • [engine] Locked on units will now more accurately play nature sounds around them (birds, insects, water, etc.)
  • [engine] Added a water splash sound when a turret hits the water.
  • [engine] Slightly improved the screen shake effect pattern.
  • [engine] Weapon muzzle flash meshes must be parented to recoiling barrel meshes for barrel recoil to function.
  • [engine] Prevented vehicle commander legacy sprites from being written to the database when 'vehicle3DModel' is defined.
  • [graphics] Added new skyboxes. Skybox Y-negative colors (used for fog and other effects) can be adjusted in mapcolors1.xml.
  • [graphics] Added new textures for craters, scorch marks, and impacts on ice.
  • [graphics] Added a new water particle texture.
  • [sounds] Added calm, combat, and panic radio chatter variations for units.
  • [sounds] Revised Jet sound to be more realistic.
  • [sounds] Removed and toned down some miscellaneous noises from vehicle engines.
  • [sounds] Added water movement sounds for amphibious vehicles.
  • [sounds] Added calm, shore, ocean, river sounds when near water sources.
  • [sounds] Added calm wind ambience.
  • [sounds] Added prolonged casualty scream variations for infantry.
  • [sounds] Adjusted casualty scream pitch randomization to match grunt sounds, reducing extreme high and low pitches.
  • [sounds] Added tree breaking and falling sounds.
  • [sounds] Added fence breaking sound when vehicles drive over them.
  • [sounds] Added a MILAN sound effect.
  • [ui] Radio chatter volume slider added to audio settings.
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