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March 23rd, 2015, 05:12 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,961
Thanked 5,696 Times in 2,813 Posts
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WinSPWW2 version 8.1 Upgrade patch( May 2015)
Released in early April 2015
WinSPWW2 version 8.0 Upgrade patch
( released as WinSPWW2 version 6.0 - version 8.0 Consolidation patch )
10 New Scenarios
27 Revised Scenarios
3 Revised Campaigns
5 Revised Campaign files
9 New or Revised maps
1,568 New or Revised Photos
92 New or Revised Icons
36 Updated OOB files
40 Revised Icon Graphic files
109 New or Revised Text files
Upgraded Cost Calculator
The Cheap Direct support / General support artillery bug has been fixed. If Player 1 bought Direct support or General support artillery and then immediately let the AI purchase it's units that would trip a code flag and the AI would purchase it's units at a reduced cost. This has been corrected
Ice edited into a map was reporting as being "tramlines". This has been corrected
A Campaign wide river bug has been corrected.
The Hot key to exit game was x, which unfortunately was the same as another pre-existing hotkey. The game exit Hotkey is now ' / ' ( below ' ? ' )
A bug with secure PBEM games losing any Opfire filters or plotted artillery barrages has been corrected.
A large number of game screens have been revamped to give the text more contrast on screen therefore making them easier to read.
Scenario designers can now edit icon and photo numbers that display in a scenario with the in game scenario editor in winSPMBT using the Miscellaneous button. WinSPWW2 already had the ability for icon change but now has photos added as well.
Additionally, owners of the Extended version of the game can use the CLONE feature to mass edit Icon and / or Photo changes into a scenario. This allows scenario designers the ability use variations for a particular unit if they exist in the graphics folder. The list and Icon numbers for all units in the game can be found in the Game Data / Design folder but photos you'll need to use MOBHack to find. This particular feature is useful for creating parked aircraft from other units like like Jeeps and trucks. The scenario designer can then add the appropriate photo number they found using MOBHack
There have been a number of code changes to the way the game handles units in shallow water. Shallow water was added to generated beach maps not long after we issued the windows versions of both games and shallow water was shown as different than deep water on the mini map and along shores on the main map for the past few years but there had been no further update to that until this year. Vehicles and troops could traverse shallow water at a greatly reduced rate of speed but when tanks or barges etc. were destroyed they were removed from the map as if sunk in deep water. This is no longer the case. Any boat, barge and any land unit that would show as a wreck on land will now show as a wreck in shallow water and surviving passengers and crew will bail out. So no longer will a DD tank that had entered shallow water be "sunk" with all hands if knocked out heading towards shore in shallow water. Normal tanks that are unloaded in shallow water and knocked out while wading towards shore will now show as a wreck and possibly eject surviving crew just as if they were on land. LVT's will eject crew and passengers if any survive the attack that knocked out their vehicle. This adds an additional level of realism to the game during beach assaults.
Additionally, scenario designers can now directly edit in Shallow water when creating maps. Now, when the water button is pressed in either the in game or extended map editor, you will be asked "Press 1 for -3 deep water or Press 2 for -1 shallow water "......... -3 deep water being the standard "water" available previously in all versions of Steel Panthers. This new feature works with all the normal game editing features so you can left click for a single hex or right click for a single hex and the six hexes around that point or you can set the range fill feature. You will NOT see a change in the main map water tiles. Shallow water is identified by passing the cursor over a hex OR by looking at the mini map which has shown shallow water on maps for a number of years. Future updates MAY include shallow water tiles but nothing has been planned in that regard yet. A LOT of code work would be involved in that change.
The Long Campaign set up screen has been revamped
The game guide HTML files have been amalgamated into one file so any keyword search will now find them all without changing to a new page and re-doing the search.
17 pages of suggested OOB changes and/or corrections have been reviewed , researched and applied to the game along with a number of changes we made to enhance OOB accuracy and / or completeness.
Last edited by DRG; May 2nd, 2015 at 09:43 AM..
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