Sim1943 Posted October 12, 2013 Share Posted October 12, 2013 With MG out, curious what the patch/module change log is? Does anyone have it? Steve had mentioned a number of items (zooks in buildings, SMG range, tank uber-spot toning down, ect.), but would like to see the entire log if its available. Thanks Chad 0 Quote Link to comment Share on other sites More sharing options...
Waycool Posted October 12, 2013 Share Posted October 12, 2013 From MG readme v2.10 v2.10 Features: * All light antitank weapons (e.g. bazookas) may fire from buildings, but most types will cause suppression and occasional light wounds to their owners from backblast. PIATs do not cause this problem. * Buttoned-up armored vehicles spot enemies to their flanks less effectively. * Armored vehicles have dramatically increased aim times for weapons when fired at extremely close range, making it easier for infantry to close assault. * Map editor elevation changes can be "sharp" by holding the control key when clicking tile elevations. This allows the creation of realistic ditch contours. * Improved graphical shaders, including Movie Mode. * SMGs are less eager to fire at long ranges. * Computer player may use "Ambush Armor" plans. * Improved UI display for timing of preplanned artillery missions also indicates what delay would be after the battle begins. * When a team needs ammo from nearby comrades, it always looks to ammo bearer teams first. * Ammo bearer teams generally use their weapons only at shorter ranges. * Path following improved on bridges. * Small ordnance is less effective at destroying bridges. * Group commands at a final waypoint work correctly. * Minefield types display correctly. * Better vertical organization of floating icons when units are crowded together. * Dragging a waypoint automatically cancels any attached targeting order (prevents a gamey problem). * Fog looks better. * Foot path terrain type added. * On-map 88mm flak guns no longer allowed to fire indirectly (trajectory is too flat). * Improved calculation of damage from anti-vehicle mines. * Miscellaneous minor fixes and improvements. 0 Quote Link to comment Share on other sites More sharing options...
Sim1943 Posted October 12, 2013 Author Share Posted October 12, 2013 Thanks. Always love to see what has changed. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted October 12, 2013 Share Posted October 12, 2013 Hmm, no mention of the "firing with paused movement" accuracy bug getting fixed, which was fixed in the last Fortress Italy patch. Hopefully they just forgot to add it to the change log. 0 Quote Link to comment Share on other sites More sharing options...
Rokko Posted October 12, 2013 Share Posted October 12, 2013 Could late Stug IIIs fire their top-mounted MGs with the gunner staying inside like Hetzers? That's what I am seeing right now ingame and I am unable to tell if it's a future or a bug. 0 Quote Link to comment Share on other sites More sharing options...
ZPB II Posted October 12, 2013 Share Posted October 12, 2013 Could late Stug IIIs fire their top-mounted MGs with the gunner staying inside like Hetzers? That's what I am seeing right now ingame and I am unable to tell if it's a future or a bug. StugIIIG (late) and StuH42 (late) have remote-controlled machine guns on the roof that can be fired from the inside. 0 Quote Link to comment Share on other sites More sharing options...
Kenzie Posted October 12, 2013 Share Posted October 12, 2013 I'm really glad they fixed the shader issues I was having on foggy maps. I just tried it for the first time a little while ago. Before, I had to turn the shaders off on foggy maps or else it would look horrible. 0 Quote Link to comment Share on other sites More sharing options...
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