Patch - Combat Mission: Shock Force : Combat Mission: Shock Force
- PC
Ein neuer Patch für 'Combat Mission: Shock Force'.
PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.04. Please finish your in-progress games before applying this patch.
--v1.04 Patch Features--
* CM:SF is multi-processor/multi-core friendly. Workarounds like
"setting affinity" to single-processor are no longer needed.
* Improved frame rate, especially on large maps.
* Improved vehicle pathfinding.
* Various "stuck units" problems fixed.
* Corrected a problem with shots coming through ridgelines.
* Soldiers are much quicker to take up fighting stances and/or open
fire when reaching a movement destination.
* When ordered to stop moving, soldiers halt immediately rather than
look for best positions. This helps them avoid unnecessary casualties.
* Vehicles correctly respond to non-Movement Commands assigned to
Waypoints.
* Area fire versus buildings properly spreads fire versus all
locations on the indicated level.
* Soldiers are more likely to move through breaches blasted in
building walls rather than close by doorways.
* The TacAI is generally more likely to open fire, especially with
heavy grenade launchers. Previously the TacAI tried too hard to
conserve ammunition.
* Troops do a better job facing in the direction implied by the end
of a movement path.
* Troops cannot disembark through walls.
* "Target Light" works properly for infantry.
* Corrected a problem where a vehicle would button up due to incoming
small arms fire, but then become overly reluctant to fire its own
weapons.
* Corrected a problem where troops would not exit a vehicle because
some other troops onboard were considered blocking exits even though
they were not.
* When units are pinned (i.e. they can shoot but will not respond to
movement orders) it is shown in the suppression meter display.
* Corrected some problems where teams within a squad were not
properly coordinated for movement.
* Smoke grenades don't damage vehicles.
* Grenades are used properly (fixed a bug that made the range used
too short).
* Antitank weapons like Javelins are less likely to be used during
area fire (except versus buildings).
* Improved ground textures.
* Distant terrain looks smoother and less "blocky".
* Trenches and roads show up better at longer distances.
* Map elevations are displayed more accurately when viewed from long
distances.
* Brush terrain is drawn out to greater distance.
* Computer player won't hold armored vehicles back so far in the rear.
* Antitank specialist is more likely to be the man who picks up an
antitank weapon (say, when unloading a Javelin from a Stryker).
* Moving vehicles have reduced spotting capability.
* Blown-out building walls don't cause lots of ricochets as if the
wall was still there.
* Fixed a bug that caused problems with splitting squads multiple
times in turn-based games.
* Fixed a bug that sometimes caused a crash during game-save.
* Corrected a problem where multi-unit selecting a shaken/panicked
unit would cause the multi-unit select to be canceled.
* Stryker smoke is now the correct color (white).
* "Game Paused" message is smaller and less obtrusive.
PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.04. Please finish your in-progress games before applying this patch.
--v1.04 Patch Features--
* CM:SF is multi-processor/multi-core friendly. Workarounds like
"setting affinity" to single-processor are no longer needed.
* Improved frame rate, especially on large maps.
* Improved vehicle pathfinding.
* Various "stuck units" problems fixed.
* Corrected a problem with shots coming through ridgelines.
* Soldiers are much quicker to take up fighting stances and/or open
fire when reaching a movement destination.
* When ordered to stop moving, soldiers halt immediately rather than
look for best positions. This helps them avoid unnecessary casualties.
* Vehicles correctly respond to non-Movement Commands assigned to
Waypoints.
* Area fire versus buildings properly spreads fire versus all
locations on the indicated level.
* Soldiers are more likely to move through breaches blasted in
building walls rather than close by doorways.
* The TacAI is generally more likely to open fire, especially with
heavy grenade launchers. Previously the TacAI tried too hard to
conserve ammunition.
* Troops do a better job facing in the direction implied by the end
of a movement path.
* Troops cannot disembark through walls.
* "Target Light" works properly for infantry.
* Corrected a problem where a vehicle would button up due to incoming
small arms fire, but then become overly reluctant to fire its own
weapons.
* Corrected a problem where troops would not exit a vehicle because
some other troops onboard were considered blocking exits even though
they were not.
* When units are pinned (i.e. they can shoot but will not respond to
movement orders) it is shown in the suppression meter display.
* Corrected some problems where teams within a squad were not
properly coordinated for movement.
* Smoke grenades don't damage vehicles.
* Grenades are used properly (fixed a bug that made the range used
too short).
* Antitank weapons like Javelins are less likely to be used during
area fire (except versus buildings).
* Improved ground textures.
* Distant terrain looks smoother and less "blocky".
* Trenches and roads show up better at longer distances.
* Map elevations are displayed more accurately when viewed from long
distances.
* Brush terrain is drawn out to greater distance.
* Computer player won't hold armored vehicles back so far in the rear.
* Antitank specialist is more likely to be the man who picks up an
antitank weapon (say, when unloading a Javelin from a Stryker).
* Moving vehicles have reduced spotting capability.
* Blown-out building walls don't cause lots of ricochets as if the
wall was still there.
* Fixed a bug that caused problems with splitting squads multiple
times in turn-based games.
* Fixed a bug that sometimes caused a crash during game-save.
* Corrected a problem where multi-unit selecting a shaken/panicked
unit would cause the multi-unit select to be canceled.
* Stryker smoke is now the correct color (white).
* "Game Paused" message is smaller and less obtrusive.
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