Friday, July 22, 2011

Combat Mission Battle for Normandy Patch notes

Released just a day ago here are the enormous patch notes for a game which I still need to reinstall since rebuilding my machine:

Vehicles

  • Moving vehicles fire their weapons with further reduced accuracy.

  • Spotting ability of buttoned-up vehicles is further reduced.

  • Fixed a graphical bug that could cause a Puma crew to rotate outside the vehicle.

  • Vehicles that lose an unbuttoned crewman to small-arms fire are more likely to pop smoke and/or retreat like they typically do when the vehicle itself takes a hit.

  • Armor penetrations through a vehicle's main gun mantlet are not reported as hits on other locations.

  • Hit text for projectiles that enter an open vehicle hatch says "Hit: Opening" rather than turret or hull.

  • Corrected a rare problem that could cause tank drivers to remember "threat locations" for too long and rotate the vehicle inappropriately.

  • In a campaign game, if a tank is in working order but its crew is decimated, the tank will not appear in the next battle only to immediately become "knocked out" due to having a decimated crew.

  • Rhino vehicles are additionally available in August.

  • Fixed a bug that prevented ricochets off a Panther lower mantlet into the hull top (though this intentionally remains rare).

  • The glacis/hull-roof armor plate on the Tiger front is thicker.

  • SPW 250/9, SPW 251/9, and SPW 251/10 halftracks will button up under fire like most other vehicles do.

  • PSW 222 crew is now commander/loader, gunner, and driver.

  • PSW 222 and PSW 223 are capable of firing weapons after losing a crewman, and have slightly improved commander's visiblity when buttoned up.


Terrain

  • Troops hiding in trenches or foxholes get better protection from shrapnel.

  • Concealment in foxholes is increased.

  • Corrected a problem that protected soldiers when a wall was behind them, but not enough when a wall was in front of them.

  • The distance between a soldier and bocage where the soldier may see through the bocage is slightly shortened.

  • Direct hits do more damage to trees.

  • Trees are less likely to block large projectiles consistently.

  • Tree placement remains precisely consistent each time you load/play a particular scenario.


Quick Battles

  • Corrected a problem that sometimes switched attacking and defending sides.

  • The unit auto-purchaser is improved.

  • Air support may only be purchased during daytime with clear or hazy weather.

  • The "Random Service" option works properly.


Artillery

  • Artillery is a little less precise.

  • When a forward observer cannot see where spotting rounds impact, he will usually require another round to be fired rather than skip ahead to fire-for-effect with poor accuracy.

  • Corrected a problem that sometimes caused artillery missions targeted near a TRP to "prepare" indefinitely.

  • Pre-planned missions for on-map artillery won't ever use spotting rounds.

  • Corrected an accuracy problem that could affect the first rounds of pre-planned artillery strikes using the Line pattern.

  • White phosphorous (smoke) does not cause unrealistically high casualties.


Soldier Behavior

  • Soldiers are less likely to use SMGs at longer ranges.

  • Soldiers are less likely to fire on exposed tank crew.

  • Soldiers can spot anti-tank mines (in addition to anti-personnel mines).

  • Corrected some problems with mortars in direct-fire mode.

  • Soldiers are less likely to use explosive weapons for area-fire at very short range.

  • Soldiers won't set up heavy weapons on the precise edge of the map.

  • The TacAI pays a bit less attention to unarmed vehicle targets.

  • Soldiers aim better when area-firing into an immediately adjacent building.

  • Corrected some problems with soldier placement around heavy weapons in foxholes.

  • Soldiers are quicker to stop attempting to surrender if friendly soldiers are nearby and enemies are not.

  • HMG assistants can cower under fire like the rest of their team.


Grenades

  • Troops may throw grenades from buildings at open-topped vehicles.

  • Grenade throwing obeys covered arc orders.

  • Grenades won't roll through building walls.


Bridge Pathfinding

  • Corrected some minor pathing problems across bridges.

  • Troops are more willing to move across nearby fords rather than use distant bridges.


Anti-tank Guns

  • Antitank guns won't attach to vehicles that are too small to tow them.

  • Corrected a problem that potentially allowed an antitank gun team to move the gun into a building.


User Interface

  • Keyboard camera controls are smoother (Windows version).

  • When placing troops in a building during setup, if you click on a soldier or its icon (instead of the building) to set the destination, it won't cause the moving troops to float in midair.

  • Trenches and barbed-wires "remember" their rotations if moved to a location that is not adjacent to other trenches or barbed-wire.

  • When attaching targeting orders to a waypoint, the range display is calculated from the waypoint, not the unit's current location.

  • Corrected a problem with area-targeting a non-occupiable roof of a building.

  • Clicking Exit or New in the Editor brings up a confirmation dialog.


Miscellaneous

  • Less framerate is devoted to showing wind blowing through trees.

  • MP40 ammo pouches display correctly on German soldiers.

  • Fixed a disappearing "gable" on a couple of barns.

  • Updated US rank icons.

  • Fixed some out-of-memory problems.

  • Adjusted the point values for bunkers.

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