Hi Slithery ones! Just wanted to say thanks for the latest release. A lot of work and I'm sure many of us appreciate the effort (albeit silently).
Anyway, I was wondering if there was a thread or comentary on what the latest update did?
For example, what is the significance of the red bullet? I assume it's the 'reaction shot' but you know what they say about 'assume'!
Release notes?
Moderators: Slitherine Core, BA Moderators
-
johntindall
- Sergeant - 7.5 cm FK 16 nA

- Posts: 200
- Joined: Wed Aug 22, 2012 12:55 am
- Location: Sydney, Australia
-
AndrewGardner
- Slitherine

- Posts: 535
- Joined: Tue Nov 13, 2012 6:24 pm
Re: Release notes?
The red bullet is the reaction shot. Brief release notes are posted here:
viewtopic.php?f=87&t=41599#p391492
viewtopic.php?f=87&t=41599#p391492
-
jcb989
- Colonel - Fallschirmjäger

- Posts: 1423
- Joined: Fri Nov 05, 2010 12:02 am
- Location: Bradenton, Florida
Re: Release notes?
I think there was a text file that popped up with the completion of the PC-based patch..
Yes I believe I found it:
2.1.0
++ Operation Husky: New units and objects from the Husky campaign.
+ Swap order - can now swap units with enough APs to prevent gridlock
+ Don't display pop up promotion stars on enemy units
+ Surrender logic change takes unit type and strength into account to prevent gamey use of halftracks
+ Don’t take reaction shots against suppressed units unless meeting effectiveness threshold considering shots remaining
+ When forced to retreat, stronger preference for retreating away from enemy
+ Display available reaction shot in UI panels
+ Option to hide enemy UI during AI turn
+ Compass
+ Option for larger, fixed orientation minimap
+ Other UI enhancements
+ Russian language support in progress
Russian translation by / Перевод на русский язык осуществлён группой:
R.G. - Кинозал.ТВ
Translators / Авторы перевода:
parabashka
Anton666
rez23
Riko66
warface2312
Tapo4ek
BumB_32
leratenak
+ Fix: Fixed bug where user could save MP game during playback
+ Fix: MP synchronization improvements
+ Fix: on-map text save fixed to prevent ghosting and other incorrect displays in MP
+ Fix: Respect the enhanced AI option
+ AI: reduce duration of suppression in vicinity of killed ambushers
+ Script: SetLightingFile – sets the current lighting file
+ Script: SetCompassNorth – set the north direction for the compass
+ Script: AddUnit – added optional recycle parameter to allow reuse of dead unit slots
+ Script: TryToCallScenarioFunction – call a function in the current scenario script, if it exists
+ Script: GetRouteNextX, GetRouteNextY – get the next tile for a moving unit
+ Script: detect variable definition syntax errors
+ Editor: Minimap fix
+ Editor: Coordinate after resize fix
+ Editor: Option to create new campaign in Multiplayer folder
+ Editor: Allow deployment for first or both MP sides
+ Editor: Different force selection points for each MP side now possible
+ Editor: SHIFT+CTRL+Left removes hill for single button Mac
+ Editor: P resets object scale to default to support minimal keyboards
Yes I believe I found it:
2.1.0
++ Operation Husky: New units and objects from the Husky campaign.
+ Swap order - can now swap units with enough APs to prevent gridlock
+ Don't display pop up promotion stars on enemy units
+ Surrender logic change takes unit type and strength into account to prevent gamey use of halftracks
+ Don’t take reaction shots against suppressed units unless meeting effectiveness threshold considering shots remaining
+ When forced to retreat, stronger preference for retreating away from enemy
+ Display available reaction shot in UI panels
+ Option to hide enemy UI during AI turn
+ Compass
+ Option for larger, fixed orientation minimap
+ Other UI enhancements
+ Russian language support in progress
Russian translation by / Перевод на русский язык осуществлён группой:
R.G. - Кинозал.ТВ
Translators / Авторы перевода:
parabashka
Anton666
rez23
Riko66
warface2312
Tapo4ek
BumB_32
leratenak
+ Fix: Fixed bug where user could save MP game during playback
+ Fix: MP synchronization improvements
+ Fix: on-map text save fixed to prevent ghosting and other incorrect displays in MP
+ Fix: Respect the enhanced AI option
+ AI: reduce duration of suppression in vicinity of killed ambushers
+ Script: SetLightingFile – sets the current lighting file
+ Script: SetCompassNorth – set the north direction for the compass
+ Script: AddUnit – added optional recycle parameter to allow reuse of dead unit slots
+ Script: TryToCallScenarioFunction – call a function in the current scenario script, if it exists
+ Script: GetRouteNextX, GetRouteNextY – get the next tile for a moving unit
+ Script: detect variable definition syntax errors
+ Editor: Minimap fix
+ Editor: Coordinate after resize fix
+ Editor: Option to create new campaign in Multiplayer folder
+ Editor: Allow deployment for first or both MP sides
+ Editor: Different force selection points for each MP side now possible
+ Editor: SHIFT+CTRL+Left removes hill for single button Mac
+ Editor: P resets object scale to default to support minimal keyboards
-
jcb989
- Colonel - Fallschirmjäger

- Posts: 1423
- Joined: Fri Nov 05, 2010 12:02 am
- Location: Bradenton, Florida
Re: Release notes?
I rather do not like the red bullet info, myself. I rather it be a "surprise", although I must admit after playing so many games I can automatically know a unit is pretty much out of shots. Showing me just further reduces my need to think. I'd prefer that sort of information would be hidden or only displayed at easier game settings..
Also I'm curious to see how some of the new features which in principle are the same as some current GJS'44 features behave, such as Swap. Will I still be able to swap my 4-man scout team for a Sherman? Or did they eliminate such rascally behavouir?
Also I'm curious to see how some of the new features which in principle are the same as some current GJS'44 features behave, such as Swap. Will I still be able to swap my 4-man scout team for a Sherman? Or did they eliminate such rascally behavouir?