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Link to the patch webpage. Final patch notes below. http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=350&Itemid=612




* Several scenarios and Quick Battle maps were updated to fix typos and other minor errors.


* Heavy Woods is now impassable to vehicles at all times, even when there is Heavy Snow.
* VT-fuze artillery can now perform General missions with ground impact.
* Bushes less likely to stop cannon fire.
* M8A1 HMC now available in Quick Battles.
* Vehicle commanders now button faster in response to small arms fire.
* Vehicles plot more direct paths when crossing barbed wire.

Weapons and Equipment

* Corrected bugs with US 90mm ammo performance and availability.
* Corrected ammo allocation for US 57mm antitank guns.
* JagdPanzer IV(A) and (V) no longer carry smoke shells.
* JagdPanzer IV/70(A) now has 79 main gun rounds, up from 55.
* JagdPanzer IV/70(A) and (V) now have 1,200 rounds of 7.92 MG ammo, up from 600.
* Bunker fixes: vulnerability to mortars fixed, occupants no longer have perfect 360 vision.
* 57mm AT gun should no longer waste APDS rounds on infantry targets.
* Greyed-out and unusable MGs for some M4A1(76) Shermans in American campaign have been fixed.
* APHE ricochets should not explode when they hit the ground again.
* Fixes to targeting logic of M36B1 tank destroyer when using machine guns.

TO&E and Formations

* German Straggler formations added.
* All US armored infantry platoon halftracks now have the choice of M3A1 halftrack, instead of just the platoon HQ halftrack.
* LG 40 recoilless gun now uses an Infantry Gun floating icon instead of an AT floating icon.
* US B.A.R specialist teams now use the LMG floating icon.
* Scoped M1 Garand rifle removed, replaced with scoped Springfield M1903A4.
* Fixed typo in Gewehrgranaten Team title.


* New day background soundtrack.
* Modern SINCGARS beep removed from American artillery and air support voices.

Bug Fixes

* Floating trenches and moving fortifications in TCP/IP fixed.
* Vehicle rubberbanding across bridge fixed.
* Vehicle struck under bridge fixed.
* Fixed "bad" action spots in training campaign mission 2 and Trouble with Siegfried that would trap units in them.
* Problem selecting between 82nd and 101st Airborne uniforms in editor/QB purchase screen fixed.
* Corrected a small issue where the time limit on some quick battles was 5 minutes off from what was chosen.
* StuG crew will not keep manning the loaders MG under heavy fire, until most or all of the crew is dead.
* Halftracked vehicles destroy wire when crossing it.
* Mortar gunners will operate correctly when other teams are in the mortar halftrack.

Art Fixes

* Shadows toned down when sky is overcast
* The posture of passengers in most 250 and 251-series German halftracks were adjusted slightly to make them less vulnerable to enemy fire from outside the vehicle.
* Fallschirmjäger troops have a more unique portrait.
* Adjustments to the gear positions of US soldiers in Winter uniforms.
* Waffen-SS battalion commanders now always wear the proper cap for their uniform.
* Panzer IVJ (late) will no longer sometimes be missing turret skirt armor.
* Tiger I tank commanders now stand a bit higher in the cupola when unbuttoned.
* Brummbär LoD fixed.
* King Tiger LoD fixed.
* Sherman 105mm no longer showing gear shadows when there is no gear fixed.
* GMC truck, SPW 250/3, and SPW 250/7 crew postures adjusted so that crew are not clipping through vehicle.
* StuG, SPW 250s, and SPW 251 had some overly reflective pieces fixed.
* Adjustments to position of a variety of soldier gear items such as ammo pouches.
* Towed German AT guns, especially the PaK 40, link up better visually to the Opel Blitz.


* Optimized sound effect streaming to reduce graphics "stutter" for systems with less than optimal harddrive throughput. People experiencing this problem may have to move CM to their C drive or resolve issues which might be causing slowdowns to secondary drives.
* Intro screen displays any BRZ files that were expected but not found.

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It gets confusing when there are two different versions given, one for the game, and one for the game engine. I wish this could be simplified somehow, maybe using the format of the first number being

Are you familiar with the term "beating a dead horse"?

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1 minute ago, patrykd said:

Can't download. I receive information from page : There was an error preparing your download. A message has been sent to our support staff to investigate this issue. We apologize for the inconvenience. What's going on?

Same here, cant download. Same error message.

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It's very likely that your ongoing games will work just fine in the new patch, if you save them in an orders phase before updating. I say "very likely", because there isn't a 100% guarantee, but we're talking at least 4 9s (i.e. 99.99% of games), maybe 6, for previous patches being compatible with games saved in the orders phase.

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You never did need to remove them so you still don't. The exception being anything that mods strings, so Vins animated text needs to be removed from the shared mod location. Or if something gets a major overhaul such as when uniform file names were redone for the v2 upgrade (I think).

If you put it in the game install mod location then you can keep the version appropriate mod with the game and not worry about it.

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You make it sound easy, but I still am confused.  How does one know which mods have "strings".  And what is the "game install mod location" - where the game installs or where the mods install?   Sounds like the safest action is to remove the mods folder altogether b4 installing any patch, so one doesn't have to worry about the above.

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When I install the patch, it doesn't work - in that I don't see the new 1.01 data in the data folder.  I installed the original game to C:/SIMS/CMFB and I know that the patch must go into the installed folder.  However, the patch installer doesn't give one the opportunity to select which folder to install the patch to.  Is it installing to another folder?  How to get it to install to the correct folder?

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Replayed " A muddy affair " and when my guys approached the town they came under MG fire.  My commanders, all of  which were all unbuttoned, slammed their hatched down after the second burst.   Works pretty good as far as I can tell...Thanks much BF.

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I don't see any division patches on either 82nd nor 101st airborne winter units, which I'd expect since they wear the same jackets as when you select normal uniforms. Is this a bug, or by design?

Also wondering if they're supposed to have said patches on their greatcoats, why else can you select greatcoat, 82nd greatcoat, or 101st greatcoat if they're all the same?

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