Close Combat: The Bloody First has been updated to Version 1.0.619 Nov 2019
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.You can download the update from herev1.00.06 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.