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Firefight News

10.8.0

- amphibious vehicles can now cross deep water
- added Crusader AA vehicles
- added Tiger Ausf H1 and Katzchen APC
- added KV-1 Model 1941 (ZIS-5)
- added Flak38 and Flakvierling38 guns
- allows map scenarios to be created with the new Finnish, Romanian, Polish, Chinese and Hungarian forces
- auto cannons now fire longer bursts
- fixed a bug where you could sometimes stack vehicles before the game had begun

10.7.0

- vehicles are better at deciding whether to reverse along a path or away from danger, rather than turning 180 degrees and driving the path forwards
- turretless vehicles are better at manoeuvring to get a line of sight onto a target
- fixed a bug where vehicles with rear facing cannons struggled to manoeuvre to shoot at an area target
- infantry stay tighter on to their squad goto marker
- small objects now have a ‘damaged’ state in between ‘undamaged’ and ‘destroyed’
- separate cannon load voice sounds can be added for each shell type, rather than just a simple ‘Load HE’ and ‘Load AP’ one

10.6.0

- added Japanese Type 2 Ka-Mi and Type 3 Ka-Chi amphibious vehicles
- added Russian SU-76i
- barriers (hedges, walls, fences etc…) are now moddable
- radio messages now report if a hit was ‘friendly fire’
- mortars’ range is calculated so their ‘aim lines’ will never be longer than their range

10.5.4

- added a visual indication if a vehicle's crew is panicked

10.5.3

- speeded up the code when projectiles are created and moved
- fixed a bug where infantry in the open weren't affected properly by HE blasts
- fixed a bug where grenade launchers tended to shoot too far
- infantrymen will now only call for spare ammo if they know other squad members actually have some ammo to give