Strategic Command 2 - Blitzkrieg! v1.01 Patch released!
For immediate release
Saturday June 3rd, 2006
Battlefront.com and Fury Software just announced that the
v1.01 Patch for the new grand strategy wargame Strategic
Command 2 Blitzkrieg is now available!
This 27 meg patch contains nearly 100 different enhancements,
tweaks, user suggestions and bug fixes, as well as a number
of brand new AI scripts and routines and additions to the
powerful map and script editors to support the excellent work
by the modding community.
Strategic Command 2 Blitzkrieg v1.01 Patch Download Page:
http://www.battlefront.com/products/sc2/downloads.html
The Full Patch Notes are copied below.
Strategic Command 2 Blitzkrieg
Patch v1.01 Notes
GAME ENGINE CHANGES
- Fixed a diplomacy dialog segmentation fault
- Fixed a unit movement/script error when Poland is divided
up by Germany but not by the USSR
- Fixed a disabled button error in the WAR M AP window
- Fixed a SAVE error when using restricted characters in the
save file name
- Fixed a bug where the game would hang when attacking a unit
and the attacker is not visible on screen (long distance
attacks)
- Fixed the script #LEVEL bug
- Fixed the unit mirroring issue (uses a bit more video
memory but mirroring should be universal on all video cards
now)
- You can now center the map on the position you click on in
the 'MAP WINDOW'
- Subs were being attacked when running silent under FoW,
fixed this
- Fixed the AF attacking neutral naval units bug
- Added tool tips for all game buttons
- Adjusted unit upgrades, higher percentage of upgrades
during Fall/Spring and even higher during Winter
- Units purchased by the AI will now also have some research
upgrades applied/purchased for them, previously they did
not
- Adjusted some naval combat and retreat routines, should see
some improvement toward s group combat (slightly) and naval
units should give more room to amphibious units trying to
land, i.e. they will not take up as many blocking posititions
when shore bombarding defenders thus allowing for more
amphibious landing positions
- Made an adjustment to AI planning routines wrt to Neutral
countries. This should help countries like the USSR place
more units in initial Garrison positions as previously they
were being assigned Defensive plans while neutral.
- Fixed a FoW issue found by Ottosmops
- Fixed an AI FoW issue that revealed unit modes during AI
attacks (Paratroops, AF etc.)
- Fixed a Reinforce, Properties error for 3-D minor units,
military flag was not shown properly (Blashy)
- Disabled DoWs on inactive friendly majors
- Fixed a naval retreat bug
- Fixed an inactive major Garrison bug
- Lowered morale losses/gains for Naval units to 5-15% when a
country surrenders, land units remain the same
- Ad justed the plunder formula:
- Resource Plunder = 75% full value of originally owned
resources
- Initial Unit Based Plunder = Current Unit Cost / 10 *
strength * 5% (for all units)
- Initial calculation is stored and then at the end of each
turn the current unit value is re-calculated to see if we can
exceed the old value. This way it reflects what a country can
support economically as well as takes into account any losses
taken in the field over time.
- Total Plunder = (Resource Plunder + Unit Plunder) * [150%,
200%]
- Neutral major units can now entrench
- Sub dive percentage lowered back to default of 20% from
30%
- Fixed an AI bug related to rockets moving and then
attacking when they should not be allowed to do so (unless it
is a surprise encounter)(Bill)
- Fixed an AI bug where it attempted to purchase units for
countries that had already surrendered
- Unloaded units now use their specific movement sound
(without motorizati on if applicable) as opposed to the
generic corps/army sound
- Fixed AI unit handling of protecting multiple capitals in a
single turn (should do this more efficiently)
- Fixed how the AI protects weak fronts (should also handle
this more efficiently with less back and forth
movement)
- Fixed a bug where Free French units would unload as French
and not as units under UK control (Ebitt)
- Fixed an error where adjacent tiles were not updating
properly to friendly control (in some cases) after a recently
captured resource (Blashy)
- Fixed a bug where Amphibious and Sea Transport plans were
sometimes being cancelled due to failures of either the
#FRIENDLY_POSITION or #CANCEL_POSITION checks. These checks
should only have been performed during the BUILD_UP phase and
not once plans have launched. This will allow for the
evacuation of the BEF from France etc., without fear of
cancellation should Brest fall into enemy hands before the
SEA TRANSPORT plan has been completed.
- AI now focuses on rebuilding 60% cost units (those that are
available) first before building units based on PURCHASE
scripts
- AI will now only load units as part of a SEA TRANSPORT or
AMPHIBIOUS plan onto transports only if their strength >
5. Automatic protection routines send transports with
strength <= 5 back to the nearest port and this avoids
potential issues, for example, like understrength units
loading into transports in the USA and then subsequently
being dropped off in Canada. Note, understrengthed units will
still be assigned to SEA TRANSPORT or AMPHIBIOUS plans just
not loaded onto transports until they have a strength >
5
- AI now handles the movement of transports a little more
intelligently in an effort to avoid enemy naval units
- Fixed a few AI freeze up issues and generally sped up AI in
a few areas where applicable
- Fixed a minor supply bug (Bill)
- AI now declares war (Amphib ious plans only) when at least
50% of their transports are within range of the ideal coastal
unloading position
- AI now protects units a bit better and tries to keep
vulnerable ones like HQs and AFs out of enemy range (as much
as possible)
- Fixed a rare MPP collection bug (Pueo)
- Fixed an E-Mail replay bug related to destroyed Air Fleet
attackers during interception (Bill)
- Fixed an E-mail replay bug related to a FoW issue (Lee,
Lance)
- Fixed an AI naval movement bug (Richard, Craig)
- Fixed a upgrade/reinforce bug wrt Paratroops that have
already been prepated (Blashy)
- Fixed a unit mirroring bug for free units without a capital
(David H.)
- Fixed a resource upgrade bug (Stalin's Organist)
- Fixed a transport unload bug (causing problems with AI not
unloading in all cases)
- Fixed a landing casualty bug that reported a casualty but
no actual losses
- Fixed a bug where AI naval units did not r etreat from port
(in all cases) when there was an enemy land unit right next
to it
- Fixed a bug where AI naval units were recklessly attacking
enemy naval units in port
- Added a prompt to unlicense the game when it is
uninstalled
EDITOR RELATED CHANGES
- Fixed the 'diplomacy.txt' bug (Bill)
- corrected the names St. John's, Voroshilov and O'Connor
(Kuniworth, Rob100)
- made the following HQ adjustments (Kuniworth, Desert
Dave):
UK
- Auchinleck 7
- Wavell 6
USSR
- Rokossovsky 7
- Timoshenko 6
- Vatutin 7
GERMANY
- Kuchler 6
- Rome unit now starts at entrenchment level=4
- Moved the German mine southeast of Essen
- Reduced naval costs for BB=500, CA=400, CV=550
- Adjusted UNIT scripts regarding UK Commonwealth arrivals in
Egypt, this essentially counters the re-building exploit of
these units in the UK (at reduced cost and build time) when
destroyed in North Afrika (Terif, Desert Dave)
- Added an Amphibious Warfare tech, essentially increases
Amphibious Transport range by 1 tile per tech level
- Reduced default Amphibious Transport range to 6 tiles
- Added an #AMPHIBIOUS_WARFARE line to AI RESEARCH
script
- Added in an 'aligned_country_id' for ACTIVATION#2 scripts
for fine tuning
- Removed US and USSR activation increases due to Egyptian
surrender (ACTIVATION#3) and placed the activation increases
in the ACTIVATION#2 script so they will now be based on Axis
strategic positions instead
- Added additional scripts to handle US and Italian naval
aggression prior to their respective entries to the war
(ACTIVATION#2)
- Added a #VARIABLE_CONDITION line for ACTIVATION#2 scripts
using OR logic.
- Increased Soviet #TRIGGER for Sealion#2 to 50% in
ACTIVATION#2 script
- Added Edinburgh as a trigger for Sealion#1,2 in
ACTIVATION#2 script
- Adjustments made to handle Axis DoW on Turkey
(Terif):
- Adjusted Turkish units, Army now in capital with
Ent=2
- Added some events to handle Axis DoW on Turkey
(ACTIVATION#1)
- Added a few extra lines to handle Axis units in the
Caucuses wrt Siberian Transfer (UNIT script)
- Updated the AI PLAN script template with additional notes
and corrections
- Extended the use of the #STEAL flag to allow more options
such as stealing from DEFENSIVE plans. This should help the
AI for example in recreating a BEF evacuation if the unit
reaches Brest. This was not previously possible since #STEAL
only allowed from OFFENSIVE plans and the BEF was 99% of the
time automatically under a DEFENSIVE plan when it reached
Brest.
- BUILD_UP_SEA_TRANSPORT plans can now have an open Sea tile
as their #GOAL_POSITION. This allows the transport of troops
to naval loop tiles. (see PLAN script notes for more
details)
- Changed the default fortification delay to 30 days from
60
- Changed BB Carrier defence from 4 to 3 (Dave)
- Inactive Majors can now place units in annexed countries
under their control (Honch)
- Added Bradly HQ to US P/Q for June 1, 1942 (Bill)
- Reduced late spring mud for Europe and North America to 15%
(KillerTomato)
- Adjusted early Axis Major Victory conditions to include
Stalingrad as well as Cairo
- Bumped SD/TD=2 for UK, USA, USSR, Germany, Finland, Spain,
Sweden, Switzerland (Armies)
- Added 2 rocket units to the Siberian Transfer event (UNIT
script)
- Master campaign names have been edited to remove
non-supported international characters, Fall Weiss and Fall
Weserbung.
- Bumped the USSR Rebuilding Industry #TRIGGER=50 from
#TRIGGER=25 (RESOURCE script)
- Removed Leeb from initial German OOB in 1939 Fall
Weiss
- Pro-Allied Coup for Yugoslavia now has a #TRIGGER=50 from
#TRIGGER=10 (ACTIVATION#3)
- Added 1st US AF to P/Q December 1940
- Added in a few new UNIT events to handle A xis invasion of
USA, Spain (Edwin P., Desert Dave, Blashy)
- Various other script enhancements as inspired by Edwin P.,
Timskorn, Beta Team
- Started USA with 1 chit invested in Industrial
Technology
- Adjusted maximum research MPP to 750, 500, 1500, 1000, 750,
500 for the UK, France, USA, USSR, Germany and Italy
respectively
- Split Vichy France into Vichy France and Vichy Algeria,
this should help reflect Torch landings with subsequent
occupation of mainland Vichy France by Axis a little more
historically
- Moved the Siberian Transfer failsafe date to January 1st,
1942
- Added a Casablancan city to North Africa next to the
existing port
- Added UK Valiant BB to North Africa
- Fixed a weather zone map error with respect to Crete,
island was designated as Mediterranean Sea weather zone
instead of land zone
(do not print below this line)
If you would like more information about this game, review
copies, exclusive materials or an interview with the
developers, or for any other inquiries, please contact
martin@battlefront.com.