Line of sight for shooting in the vicinity of woods/built-up areas and blocking units has been tightened up (see bug fixes below). Please report any apparent anomalies, particularly if you find a situation where a unit cannot shoot but you think it should be able to do so. We will need to see a screenshot.
Also there is a new .EXE which is intended to allow the game to work better on systems with multiple monitors, but testing has so far been very limited, so we need people with multiple monitors to try it out and report on whether it does in fact work correctly for them.
Multiplayer
- In MP Custom Battles the second player will no longer get a move on his first turn, just force selection and deployment like the first player. This is so that if the game goes to the turn limit both players will have had the same number of turns. The Turn Limit has not been increased.
- Game should now work correctly on systems with multiple monitors.
- AI units (not already in close combat) will no longer attempt to fall back away from enemy shooters they don’t want to charge if they are already Disrupted or Fragmented.
- Campaign battles now use the same rules as SP custom battles for determining victory in battles that are undecided by nightfall. For player reinforcement scenarios, the player will win even if he has a higher % routed. For open battles, enemy reinforcement and baggage protection scenarios, the enemy will win even if the enemy has a higher % routed.
- Fixed bug that in certain circumstances could result in the MP replay playing out unresolved melees in a different order, resulting in different results.
- Fixed bug that could allow a unit to shoot at a target when its line of sight to the target was partly blocked by a wood/BUA and partly by another unit on an open tile.
- Fixed issue of units charging baggage units continuing to play impact animations after the baggage unit has dispersed.
- Pass Through, Fallback and ZOC highlighting should now update correctly after an Undo.
- Fixed bug that allowed Light Artillery to exert a ZOC.
- Correction - Section 15.6: “Routers are also dispersed if they have not rallied after 5 consecutive rout moves (unless they are still being pursued).”
- By request, here is a list of scripts and other major files changed since v1.5.32:
AI.BSF
Slith_RandomMap2.BSF
Assault.BSF
CombatTools.BSF
Undo.BSF
CampaignTools.BSF
MoreScenarioTools.BSF
Tools.BSF
StartTurnPreTools.BSF