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Armored Brigade II - Changelog v1.601 & v1.602

[p][/p][previewyoutube][/previewyoutube][p]Hi everyone,

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alongside the release of the Scandinavia DLC, we released two updates for the game. You can find the changelog below:[/p][p][/p][p]Changelog v1.601 & v1.602[/p]
  • [p]Fix: Gepard SPAAG had a wrong model scale.[/p]
  • [p]Fix: If a missile or rocket exploded before it was rendered (usually because of zooming out) the last line in its trail was rendered back to the trail start.[/p]
  • [p]\[campaigns] Add the 'Shadows Over Giessen' branching campaign.[/p]
  • [p]\[database] Lowered M151 jeep acceleration to 1.8m/s.[/p]
  • [p]\[database] Lowered Osa 9M33 missile perfomance and replaced East German Osa-AK for Osa-AKM SAM.[/p]
  • [p]\[database] Aligned East German AA and AT vehicles with their Soviet equivalents.[/p]
  • [p]\[database] Replaced East German BTR-40A anti-air vehicle with BTR-152E.[/p]
  • [p]\[database] Added SPG-9 on UAZ-469 (DDR) with driver.[/p]
  • [p]\[database] Added B-10 and B-11 RCL gunners for DDR and PL, added transports.[/p]
  • [p]\[database] Added East German Fallschirmjäger (dismounted and motorized) and air assault (Luftsturmkompanie) units.[/p]
  • [p]\[database] Added Volkspolizei-Bereitschaften motorised and mechanised units, adjusted Grenztruppen and KdA company formations with historical structures.[/p]
  • [p]\[database] Added East German Flamethrower Platoon.[/p]
  • [p]\[database] Added East German Pionier troops.[/p]
  • [p]\[database] Added DDR UAZ-469 textures.[/p]
  • [p]\[database] Adjusted DDR helicopters and added running fire flights.[/p]
  • [p]\[database] Adjusted DDR aircraft and added loft bombing flights (no textures yet).[/p]
  • [p]\[engine] Implement the initial version of SOP stances: Defensive, Neutral, and Aggressive. Currently it affects the Defend command behavior.[/p]
  • [p]\[engine] Implement the branching campaign system.[/p]
  • [p]\[engine] Implement exit objectives (use the Lua console CreateExit).[/p]
  • [p]\[engine] Implement the objective activation time start and custom victory value.[/p]
  • [p]\[engine] Adjust anti-air missile accuracy to take the guidance type, counter-measures, and RWR into account.[/p]
  • [p]\[engine] The Defend command can make vehicles reverse if the position is behind them.[/p]
  • [p]\[engine] Adjust helicopter pathfinding so they do not take as long detours because of high terrain elevation.[/p]
  • [p]\[maps] Revision of the Giessen map; the changes are VERY significant, now it fully corresponds to the beginning of the 1980's.[/p]
  • [p]\[ui] Implement the new 'standard' camera controls.[/p]
  • [p]\[ui] Show more on-map graphics when selecting or moving objectives in the Mission Editor.[/p]
  • [p]Fix: If both sides had one independent 'acting HQ' and no other formations, then the AI side used the player HQ formation as the receiver, causing the AI side information sharing not working properly and the player side spotting wrong units.[/p]
  • [p]Fix: The AI side mixed recon company mech/armor sub-formations were sorted differently in the Mission Editor compared to playing a mission, causing wrong plans being used in scenario scripting.[/p]
  • [p]Fix: In the Battle Replay, unidentified enemies showed a wrong text label because the replay used a wrong unidentified state.[/p]
  • [p]Fix: Changing the month in the Battle Generator did not update the time of day, and resulted in faulty visibility ranges.[/p]
  • [p]Fix: Zoomed out frozen bog, streams, and water had water reflections in them.[/p]
  • [p]Fix: In the 'Shadows over Giessen' 3rd scenario a reinforcement formation had a wrong position.[/p]
  • [p]\[engine] Improve terrain shading.[/p]
  • [p]\[engine] Halve the voice communication maximum distance if the message sender or receiver is firing, instead of blocking all voice communication in such cases.[/p]
  • [p]\[engine] Bad ground condition does not lower road trafficability, but on streams and frozen water trafficability is now lowered.[/p]
  • [p]\[engine] Soldiers in squads and teams use a line formation when dug-in or engaging while stationary.[/p]
  • [p]\[engine] The vehicle movement sound pitch changes with the exhaust smoke and acceleration rate.[/p]
  • [p]\[engine] Vehicle tracks fade in and out.[/p]
  • [p]\[engine] The flying turret landing pattern is now more like a 'sphere' instead of a 'cube'.[/p]
  • [p]\[engine] Add TRACER_AUTOCANNON_TWIN tracer type.[/p]
  • [p]\[engine] Allow custom muzzle position names for weapon units.[/p]
  • [p]\[engine] Implement the 'visible' map.xml boolean attribute.[/p]
  • [p]\[ui] Make Battle Replay animations smoother and adjust playback speeds.[/p]
  • [p]\[ui] Change hotkeys: Ctrl+Tab for 'Slow time on/off' and Ctrl+Shift+Tab for 'Custom fast compression'.[/p]
  • [p]\[ui] Show a message when an exit objective becomes available.[/p]
  • [p]\[ui] Improve text label positions in the UI.[/p]