noxnoctum Posted October 20, 2013 Share Posted October 20, 2013 I don't see anything on the main "overview" page, but someone was telling me tanks have reduced spotting and some other changes? Can someone fill me in? 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted October 20, 2013 Share Posted October 20, 2013 There's always the downloadable manual on the front page of the site you can look at. 0 Quote Link to comment Share on other sites More sharing options...
noxnoctum Posted October 20, 2013 Author Share Posted October 20, 2013 Awesome, didn't realize it would be there. Thanks! Are there any changes not mentioned in the "urban combat enhancements"? 0 Quote Link to comment Share on other sites More sharing options...
Holman Posted October 20, 2013 Share Posted October 20, 2013 Actually, the manual doesn't detail the small but significant changes that come with the expansion. They're in the readme file: 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...
OrdeaL Posted October 21, 2013 Share Posted October 21, 2013 Thanks for the list Martyr 0 Quote Link to comment Share on other sites More sharing options...
Oddball_E8 Posted October 21, 2013 Share Posted October 21, 2013 And those are actually not part of the expansion, they will be coming to the game in a patch soon. Its just that they are included in the expansion since the patch is included in the expansion. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted October 21, 2013 Share Posted October 21, 2013 What the hell is an "expansion"? I could guess, but why should I have to? And what if I guess wrong and completely misunderstand what you are trying to say? BFC has established a clear nomenclature for their products: base games, modules, upgrades, and patches. Why are people inventing their own obscure and undefined words to describe those products? Is this supposed to be some kind of test for mind reading capability? An "expansion" could be almost anything if you think about it. Michael 0 Quote Link to comment Share on other sites More sharing options...
Fizou Posted October 21, 2013 Share Posted October 21, 2013 Just insert module wherever my dear countryman put expansion and you'll get it Emrys 0 Quote Link to comment Share on other sites More sharing options...
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