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Steam News20 November 20196y ago

Close Combat: The Bloody First updated to Version 1.0.6

Close Combat: The Bloody First has been updated to v1.00.06. This update brings many improvements to the game: The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and wher

Full notes

Full Close Combat: The Bloody First update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

11 fixes5 additions8 changes5 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Maps
  • Balance
changedClose Combat: The Bloody First has been updated to v1.00.06.
changedThis update brings many improvements to the game:
addedThe FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target; • Soldier fatigue and morale levels now recover every time you start a new Operation; • AI units with existing orders won't be given a new order unless their situation changes; • Fix for possible crash when the last weapon in battery of artillery or mortar support fires;
changedWarning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.
changedWarning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.
removedCursor no longer moves itself when entering / deleting text in the saved game name field.

Close Combat: The Bloody First changes

changedClose Combat: The Bloody First has been updated to v1.00.06.
changedThis update brings many improvements to the game:
addedThe FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target; • Soldier fatigue and morale levels now recover every time you start a new Operation; • AI units with existing orders won't be given a new order unless their situation changes; • Fix for possible crash when the last weapon in battery of artillery or mortar support fires;
changedWarning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.
changedWarning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.

Close Combat: The Bloody First has been updated to v1.00.06.

This update brings many improvements to the game:

  • The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target; • Soldier fatigue and morale levels now recover every time you start a new Operation; • AI units with existing orders won't be given a new order unless their situation changes; • Fix for possible crash when the last weapon in battery of artillery or mortar support fires;

and many more!

Have a look at the changelog below.

v1.00.06

  • The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target.

  • Warning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.

  • Warning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.

  • Exiting a saved game from the Debrief screen and reloading the save now returns to the Debrief Screen instead of the Planning Screen.

  • Returning to the Planning Screen after having selecting your order choice will show only the order info for the order you selected.

  • Cursor no longer moves itself when entering / deleting text in the saved game name field.

  • Soldier fatigue and morale levels now recover every time you start a new Operation.

  • Operations are no longer shown as 'Completed' on the saved game list unless they really are.

  • Added better fallback handling for unusual deployment situations -- units should always be placed somewhere in player controlled territory at the start of a battle.

  • Pathfinder no longer avoids stationary vehicles that are not visible to the player.

  • AI recon units no longer repeatedly switch destinations while seeking contact.

  • AI command units no longer move to rally distant units if there are units to be rallied where they are.

  • An AI unit assigned to capture a VL won't keep trying to move toward the VL if it is engaging a target.

  • AI units with existing orders won't be given a new order unless their situation changes.

  • Fixed case where dynamic terrain damage objects could appear at 100x normal size.

  • Fix for possible crash when the last weapon in battery of artillery or mortar support fires.

  • Fix for possible crash when expending last use of Illumination support.

  • Fix for host stuck on the save dialog starting a new multiplayer game after disconnecting from a previous game.

  • Fix for case where soldiers / vehicles could spin in place after unit was given a Defend or Ambush order while the mouse was over the unit itself.

  • Fixed case where machine gun weapon model was not visible until the gunner moved.

  • Fix for Fire Support 'Area of Effect' ring not displaying if the fire support weapons weren't currently loaded.

  • Units without a FIRE order from the player will not take blind shots unless at point blank range. They will indicated a 'BAD SHOT' instead.

  • Units on DEFEND or AMBUSH will now fire at vehicles they can't penetrate if there is a reasonable chance of causing non-penetrating damage (tracks, gun hits, and crew hits from spalling.)

  • Units ordered to FIRE at an enemy vehicle will now fire if there is any chance of penetrating target armor OR any chance of causing non-penetrating damage, even if those chances are low. If there is no chance of either the Fire order will fail with 'We can't hurt that.'

  • Berserk soldiers will now charge toward the nearest uncontrolled VL if they have no spotted enemy to charge and they choose not to fire their weapon instead.

  • Fixed bug where non-penetrating damage to vehicles was causing more crew hits than intended.

  • Fixed bug where soldier could assault an unspotted enemy soldier if they were within 20m.

  • Fixed a bug where reloading would deducted a full clip of ammo even when some of that ammo type was already loaded.

  • Fixed an issue where a vehicle on steep terrain could still refuse to fire with a 'Steep Angle' state even when vehicle was angled in a way that would make the shot possible.

  • Indirect fire weapons now check for vehicles without any turret top armor when evaluating kill chance.

  • Vehicles in the open benefit much less from being camouflaged.

  • Users with multiple user names in the system, or who log in using their email name, can now log in to the multiplayer Lobby.

Source

Steam News / 20 November 2019

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