Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: budd on March 24, 2017, 01:43:27 PM

Title: Close Combat The Bloody First
Post by: budd on March 24, 2017, 01:43:27 PM
 Finally a couple pre-alpha screenshots. Post #111  http://www.matrixgames.com/forums/tm.asp?m=4116917&mpage=4&key=   The engine is 3d now. It will all come down to the AI for me, looks good enough.
Title: Re: Close Combat The Bloody First
Post by: Asid on March 24, 2017, 01:46:14 PM
Thanks budd. This has suffered a delay....

(http://www.matrixgames.com/forums/upfiles/27124/C788447D9B4F4FBD8AB58309754CFF18.jpg)

(http://www.matrixgames.com/forums/upfiles/27124/69ADD42C2334436DBFB2C92EC4C80E6F.jpg)
Title: Re: Close Combat The Bloody First
Post by: budd on March 24, 2017, 01:57:27 PM
i see how you did that, copy paste image address from Matrix. For some reason i never though of that, duh, just like posting from image hosting.
Title: Re: Close Combat The Bloody First
Post by: Asid on March 24, 2017, 02:01:46 PM
just like posting from image hosting.

 :thumbsup
Title: Re: Close Combat The Bloody First
Post by: Asid on February 21, 2018, 11:31:00 PM
Close Combat: The Bloody First - Polygon Interview

(http://www.matrixgames.com/files/spotlight/1035_image.jpg)

Close Combat: The Bloody First (http://www.matrixgames.com/products/product.asp?gid=686) is the latest title in the critically-acclaimed Close Combat series.

Originally planned to be built with the Unity engine, the team decided to switch to Archon.

Steve McClare
has been interviewed by Polygon (https://www.polygon.com/2018/2/20/17033518/close-combat-the-bloody-first-delay-2014-release-date) about this (and others) decision.

"The Close Combat series was first launched back in 1996 and it’s always had a purely top-down perspective. Players take the role of a small infantry unit commander and issue orders to their soldiers in the field. Morale plays a big part in every engagement, as do principles like command and control. If you push your men too far, too fast, they can lose contact with their leaders and sometimes even the will to fight."

Get more information about Close Combat: The Bloody First from its product page (http://www.matrixgames.com/products/product.asp?gid=686)

Do you want to stay updated on the Close Combat franchise? Check out its official Facebook page! (https://www.facebook.com/Close-Combat-499867453747548/)


(http://www.matrixgames.com/amazon/Art/CloseCombat/PP_Banners/CC_BF_dev-interview.jpg) (https://www.polygon.com/2018/2/20/17033518/close-combat-the-bloody-first-delay-2014-release-date)
Title: Re: Close Combat The Bloody First
Post by: Asid on February 26, 2019, 02:01:13 PM
Close Combat: The Bloody First opens its gates for Beta!


“No Mission Too Difficult. No Sacrifice Too Great. Duty First!”

We are very happy to announce that, after several months of hard work, Close Combat: The Bloody First (http://www.matrixgames.com/products/product.asp?gid=686) is ready to go officially in Beta! (http://www.matrixgames.com/beta/)

Developers have put a lot of effort into creating one of the most realistic tactical wargames ever, improving and refining the overall gameplay experience.

Now it’s your turn to duty! If you think you have what it takes, enlist here (http://www.matrixgames.com/beta/) and help us in giving the final touches to the game!

IMPORTANT:

If you have applied in precedence for the Alpha, you don’t have to apply a second time as you have been automatically added to the Beta

(https://www.matrixgames.com/files/spotlight/1330_image.jpg) (http://www.matrixgames.com/beta/)

Close Combat: The Bloody First is the latest release in the critically-acclaimed Close Combat series, and the first using the new 3D Archon engine. With this Close Combat: The Bloody First combines classic Close Combat tactical gameplay with battles fought across a wide variety of diverse 3D landscapes including craggy ridgelines, narrow valleys and dense villages. The switch to 3D also allows an increase in the level of detail (e.g. the specific types of ammunition used by each weapon are now modelled) with more realistic movement and projectile physics.

(http://www.matrixgames.com/amazon/Screenshots/CCTBF/CC_TBF_1.png)

(http://www.matrixgames.com/amazon/Screenshots/CCTBF/CC_TBF_2.png)

(http://www.matrixgames.com/amazon/Screenshots/CCTBF/CC_TBF_3.png)
Title: Re: Close Combat The Bloody First
Post by: Hammer on February 27, 2019, 05:14:16 AM
I wonder (to myself!) if I should apply to Beta test.  I was a beta tester for CC Marines.
Title: Re: Close Combat The Bloody First
Post by: Asid on February 27, 2019, 01:03:48 PM
I wonder (to myself!) if I should apply to Beta test.  I was a beta tester for CC Marines.

Go for it  :thumbsup
Title: Re: Close Combat The Bloody First
Post by: zakblood on February 27, 2019, 08:33:44 PM
the progress from alpha to beta has been a long road, but most will see and can tell the difference from how it looks now, and it plays really well, look forward to seeing you all on the beta, who sign up for it and fingers crossed you get selected :thumbsup

good look all :howdy
Title: Re: Close Combat The Bloody First
Post by: Hammer on April 12, 2019, 04:06:48 AM
I did sign up that day, but have heard nothing yet.  No worries, plenty of stuff to do otherwise.
Title: Re: Close Combat The Bloody First
Post by: Asid on July 09, 2019, 11:21:01 PM
Close Combat: The Bloody First Screenshots, with New Icons!

(http://www.matrixgames.com/files/spotlight/1421_image.jpg)


Hi everybody!

Last week, on Monday 1st during the fifth Home of Wargamers, we had the chance to talk a little about the progression with Close Combat: The Bloody First. One of the areas of improvements is the visual representation of the unit's status, to help players getting a faster idea on what’s going on the battlefield. Icons in different colors now deliver this kind of information and during the event, we showed some of screenshots featuring some of these new icons.

Have a closer look to them below!

(http://www.matrixgames.com/amazon/Screenshots/CCTBF/Legend/1-ok-300x.png) (http://www.matrixgames.com/amazon/Screenshots/CCTBF/Legend/1-ok.jpg)

(http://www.matrixgames.com/amazon/Screenshots/CCTBF/Legend/2-ok-300x.png) (http://www.matrixgames.com/amazon/Screenshots/CCTBF/Legend/2-ok.jpg)

(http://www.matrixgames.com/amazon/Screenshots/CCTBF/Legend/4-ok-300x.png) (http://www.matrixgames.com/amazon/Screenshots/CCTBF/Legend/4-ok.jpg)

Title: Re: Close Combat The Bloody First
Post by: General Sandman on July 10, 2019, 09:24:36 AM
Hope they will get it to release until my expected birthday coupon would expire in october ...   :doubt
Title: Re: Close Combat The Bloody First
Post by: SystemInShock on July 10, 2019, 04:03:11 PM
Hope they will get it to release until my expected birthday coupon would expire in october ...   :doubt

Just received mine so no hope this will be out before it expires.  Don't know what I'm going to buy at this point.  I already have everything I want and nothing in the pipeline that looks promising will be released before my coupon expires.
Title: Re: Close Combat The Bloody First
Post by: General Sandman on July 10, 2019, 05:05:16 PM
Hope they will get it to release until my expected birthday coupon would expire in october ...   :doubt

Just received mine so no hope this will be out before it expires.  Don't know what I'm going to buy at this point.  I already have everything I want and nothing in the pipeline that looks promising will be released before my coupon expires.

Take care that Asid doesnt hear you.
He probably would provide you with plenty of ideas of more titles worth to be added into your shelf.  :director :SOS
Title: Re: Close Combat The Bloody First
Post by: Asid on July 10, 2019, 10:53:42 PM

Take care that Asid doesnt hear you.
He probably would provide you with plenty of ideas of more titles worth to be added into your shelf.  :director :SOS

 :laughing4
Title: Re: Close Combat The Bloody First
Post by: MrsWargamer on July 23, 2019, 06:35:09 PM
Hmm, I have most of the early years Close Combats. Sort of a weird relationship for me as I don't really like real time.

But the images on the thread here look promising.
Title: Re: Close Combat The Bloody First
Post by: Asid on September 20, 2019, 01:18:39 PM
Close Combat: The Bloody First out on October, 3rd
9/20/2019



Close Combat: The Bloody First, the upcoming title in the famous Close Combat series, will be released on October 3rd, on our stores and on Steam.

What is CLOSE COMBAT: THE BLOODY FIRST in 2 minutes!
https://youtu.be/OcWTDBRd1tg

Check out the latest previews published, and don't forget you can wishlist the game to stay tuned on every update.

Previews

Close Combat: The Bloody First – A First Look – Beta (https://youtu.be/19pSbSXMQsE)
by thehistoricalgamer

Close Combat : The Bloody First - First Look & Gameplay W/XTRG (https://youtu.be/kL-NMpcdE4w)
by XTRG

Close Combat - The Bloody First Beta: First Look (https://youtu.be/eZPBoIg8qr8)
by Agrippa Maxentius



Title: Re: Close Combat The Bloody First
Post by: General Sandman on September 20, 2019, 02:40:46 PM
Cool, I didnt expect the release that soon, cos the Beta expires as recently as in November and there still were a number of edges in the program.  :puter :meeting

Great that my anniversary coupon will still be valid then, so I might can purchase the game discounted.  8)
Title: Re: Close Combat The Bloody First
Post by: Zarco on September 20, 2019, 07:37:33 PM
Just saw it on Steam, looking forward to it!

Enviado desde mi MI 8 Lite mediante Tapatalk

Title: Re: Close Combat The Bloody First
Post by: Asid on September 24, 2019, 12:04:56 PM
Close Combat: The Bloody First Live on Twitch
9/24/2019


Hi Everybody,

Close Combat: The Bloody First will be released on October 3rd, so it's the perfect time to show it live.

Tomorrow, Agrippa Maxentius will be trying to survive Operation Torch, fighting its way to Kasserine Pass and beyond.

The Twitch Stream will be happening tomorrow at 6 pm BST / 1 pm EDT / 10 am PDT on our official channel. (https://www.twitch.tv/slitherinegroup)

Stay tuned for further updates.

(https://www.matrixgames.com/images/news/2289/spotlight_image.jpg) (https://www.twitch.tv/slitherinegroup)

Title: Re: Close Combat The Bloody First
Post by: Asid on September 26, 2019, 02:27:25 PM
Close Combat: The Bloody First - Gameplay Preview

Streamed live 25/09/19

https://www.twitch.tv/videos/486255238


Title: Re: Close Combat The Bloody First
Post by: Asid on October 03, 2019, 04:58:47 PM
Close Combat: The Bloody First is deployed
03/10/19

Lead the Big Red One on the road to victory!

(https://www.matrixgames.com/images/news/2303/spotlight_image.jpg)

Following the German invasion of Poland, US forces started relocating their forces in preparation of possible operations in Europe.

As part of the partial mobilization, the 1st Infantry Division got more personnel and equipment, ready to be deployed for Operation Torch within the II Corps.

But Algeria and Tunisia were only the beginning. Soldiers previously unknown to each other became brothers, forged by the fire of dozens of battles.

After the fall of Tunisia was the turn of Sicily and then Normandy to get stormed.

The time to reverse the tide has come.

https://youtu.be/OcWTDBRd1tg


 The Bloody First, (https://www.matrixgames.com/game/close-combat-the-bloody-first) the latest release in the critically-acclaimed Close Combat series, is out.

Take your chance to lead your men through a Grand Campaign covering three theatres, and watch them fight with tooth and nails against a variety of different enemies, from hardened veterans to kampfgruppen quickly gathered.

(https://www.matrixgames.com/amazon/Screenshots/CCTBF/CCTBF_Screenshots2/2.png)

The new 3D Archon Engine has expanded the level of detail of the battlefields, making every position on the map critical and important.

(https://www.matrixgames.com/amazon/Screenshots/CCTBF/CCTBF_Screenshots2/4.png)

Multiplayer has always been an acclaimed feature of the series and in The Bloody First this is truer than ever. Fight in bitter 1 vs 1 battles or team up in co-op against the AI to better coordinate your actions.

(https://www.matrixgames.com/amazon/Screenshots/CCTBF/CCTBF_Screenshots2/1.png)

Do you want to see the game in action? Don’t miss our Twitch Stream (https://www.twitch.tv/slitherinegroup) today with DasTactic!

(https://www.matrixgames.com/amazon/Screenshots/CCTBF/CCTBF_Screenshots2/CCTBF_Release/CC_TBF_twitch-cover-oct3.jpg)



Title: Re: Close Combat The Bloody First
Post by: Asid on October 04, 2019, 12:22:49 PM
Close Combat TBF Manual
04/10/19


Did you know that Close Combat: The Bloody First has 115 pages of Manual?

Check it out now and find precious information about basic gameplay, key concepts (like coverage or units replacement during the Grand Campaign), Editor, and more.

The Manual has been added to the Steam Page dedicated section (http://store.steampowered.com/app/811880/Close_Combat_The_Bloody_First/), you can download it from there. Or alternatively you can click on the picture below

(https://www.matrixgames.com/images/news/2304/spotlight_image.jpg) (https://steamcdn-a.akamaihd.net/steam/apps/811880/manuals/Close_Combat_Bloody_First_Manual_EBOOK.pdf?t=1570174665)

Manual here (https://steamcdn-a.akamaihd.net/steam/apps/811880/manuals/Close_Combat_Bloody_First_Manual_EBOOK.pdf?t=1570174665)

Title: Re: Close Combat The Bloody First
Post by: Asid on October 07, 2019, 12:27:34 PM
Update - October 4th


Surtur: Milviz/Slith

Hi all,

Many thanks for all your praise, responses and feedback!

We have a little update ready for you. This fix should address some load/save crashes that have been reported, as well as a number of multiplayer (serial code) issues and localisation problems, as well as several other minor fixes and changes.

The update can be downloaded (http://ftp.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.zip) from the members area and will shortly be available on TrueUpdate from your launcher.

If you still encounter problems with multiplayer after this update, be sure to let us know and we shall investigate further.

We are looking forward to your continued feedback.

Cheers,

Surtur


Mirror Server Links:

http://ftp.us.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.exe
http://ftp.eu.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.exe
http://ftp.ca.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.exe

Title: Re: Close Combat The Bloody First
Post by: Asid on October 10, 2019, 01:24:36 PM
Close Combat: The Bloody First gets its Official Wiki Page

(https://www.matrixgames.com/images/news/2310/spotlight_image.jpg) (https://closecombatthebloodyfirst.gamepedia.com/Official_Close_Combat:_The_Bloody_First_Wiki)

The Official Close Combat: The Bloody First Wiki  (https://closecombatthebloodyfirst.gamepedia.com/Official_Close_Combat:_The_Bloody_First_Wiki)is live and it is open to the contribution of everyone.

The Wiki includes detailed statistics for weapons, ammunition, vehicles, special teams, divisions, and many other important topics. Given the extreme amount of information the game features, this could be very helpful if you need to compare the different assets and see their general performances and against specific enemies.

Click here  (https://closecombatthebloodyfirst.gamepedia.com/Official_Close_Combat:_The_Bloody_First_Wiki)to reach the page or click on the banner below.

See you on the battlefield, commanders.

Title: Re: Close Combat The Bloody First
Post by: Asid on October 10, 2019, 05:13:14 PM
Version 1.0.1 Update
Thu, 10 October 2019

(https://www.slitherine.com/images/news/2314/spotlight_image.jpg)


Hi everyone,

Close Combat: The Bloody First has been updated.

Version 1.0.1 fixes many bugs encountered, from fixing the crash/save file corruption, tanks accuracy in close range, the STEEP ANGLE ISSUE and more.


Please check the full changelog below

• Fix for crash / save file corruption that could occur after saving in a battle.
• Soldier name or portrait pic no longer changed incorrectly after saving in battle.
• Campaign no longer stops early when playing with a language other than English set.
• Fix for incorrect 'STEEP ANGLE' state with vehicles targeting another vehicle at very close range.
• German units no longer redeploy into original positions after first battle on Omaha Beach.
• Fixed missing string error when initiative changes during an Operation.
• Original order choice now shown correctly if you return to the Planning Screen.
• Original order choice now shown correctly if you return to the Planning Screen.
• Fixed Accuracy for tanks and guns in close range


IMPORTANT

ISSUES WITH SAVED GAMES CREATED UNDER VERSION 1.0.0
Several issues related to saved games have been addressed in the 1.0.1 update. For best results it is recommend that you start new games after installing the update. The game will attempt to restore and continue saved games that were effected by the earlier problems but may not be able to do so in all cases.

Title: Re: Close Combat The Bloody First
Post by: Asid on October 19, 2019, 12:26:51 AM
Sky box in-coming.

(https://steamuserimages-a.akamaihd.net/ugc/773982516735336723/88B954CE2E9EF14107E1E0363D66E1E93EF1B082/)


(https://steamuserimages-a.akamaihd.net/ugc/773982516735594091/214C83122725A09F10A648121C9D953E674D6D5C/)

Title: Re: Close Combat The Bloody First
Post by: Asid on October 22, 2019, 01:46:21 PM
Close Combat: The Bloody First has been officially updated to version 1.0.2.
10/22/2019


As stated previously, this version brings quite a few changes, including the frequently asked for free camera mode as well as further improvements to the accuracy model for vehicles and guns.

You can download the update from here (http://ftp.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.02.zip)

Changelog:

Version 1.0.2
•   AI no longer causes brief pauses when trying to find a firing position from which to attack a player unit.
•   New 'Free Camera' added to game options.
•   Basic skybox and horizon plane added for those playing with lower camera angles.
•   Unit icons and other in-battle UI updated for better display at lower camera angles.
•   Rendering performce when showing ground clutter improved.
•   Subsequent shot accuracy bonus increased for tank and anti-tank guns.
•   A tank or anti-tank shot that hits the target vehicle automatically informs the gunner of the correct range.
•   Very rapid click and double click on and off units can no longer cause a crash.
•   Units disbanded as a result of the last battle before a campaign transition now carry forward normally.
•   Unit custom names are no longer lost during a campaign transition when the main force converts to a new organization.
•   Range factor rebalanced in unit exposure check to extend spotting ranges for most units when they are highly exposed.
•   Unit exposure check now correctly handles one-way LOS with flares at night.
•   Corrected LOS and targeting check for separated soldiers.
•   Vehicles can no longer deploy inside buildings.

Title: Re: Close Combat The Bloody First
Post by: Asid on November 05, 2019, 06:36:45 PM
Close Combat: The Bloody First has been officially updated to version 1.0.5
05 Nov 2019

Close Combat: The Bloody First has been updated to version 1.0.5

You can download the update from here (http://ftp.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.05.zip)

Change Log

Version 1.0.5
•   "Direct Connection" added to Multiplayer settings dialog when two players have established a direct connection.
•   Added floating notification icons for vehicle damage, tracked, and gun knocked out.
•   Hand to hand combat attacks always hit and are resolved immediately.
•   Replacements for your main force (if any are available) will be allocated before a Prepared Attack.
•   Damaged vehicles in your main force have a chance to be repaired before a Prepared Attack.
•   Nightly replacements now occur even if you fight a night battle. Replacements arrive after the night battle.
•   Support units receive their correct chance for repairs and replacements overnight.
•   Low morale soldiers regain morale more quickly when force cohesion is fair or good.
•   High morale soldiers may lose some morale when force cohesion is low.
•   Next soldier in chain of command is assigned when a unit leader is lost even if the unit is not disbanded.
•   Units now report 'We don't have smoke' and voice cue 'No Ammo' after expending all smoke ammunition.
•   Indirect fire weapons (mortars) now evaluate vehicle kill chance based on top armor.
•   Illumination support becomes available again 10 minutes after last use with up to 3 uses per battle.
•   Dead soldiers now show correct animation after you load an in-battle saved game.
•   Fire support UI now re-enables correctly after you load an in-battle saved game where support was available.
•   Enemy models no longer visible if you load an in-battle saved game that was saved during deployment.
•   Soldiers under attack from tanks firing HE no longer suffer stress for both the tank attack and the HE attack.
•   Increased stress threshold required for a Berserk/Heroic coping check, making both more rare.
•   Djebel Keddab Defense battle no longer shows on the Planning/Debrief screens unless you choose that route.
•   Ground clutter rendering efficiency improved.
•   Game memory use improved.

Title: Re: Close Combat The Bloody First
Post by: Asid on November 20, 2019, 12:41:15 AM
Close Combat: The Bloody First has been updated to Version 1.0.6
19 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 here (http://ftp.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.06.zip)

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.

Title: Re: Close Combat The Bloody First
Post by: Asid on March 31, 2020, 02:33:41 AM
Close Combat TBF receives the Map Editor and new Modding tools in V.1.1.1
30 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35019843/6f7d672ebfcd011f1c83bc3a66303523cdaf8ee9.jpg)

Close Combat The Bloody First has been updated to version 1.1.1!


This is truly the Big 1 update and it is full of nice additions and improvements.

The most significative element in this update is the introduction of the Map Editor along with a full range of Modding Tools.

The new modding kit allows you to customize single battles, campaigns, scripting custom behaviours for a battle, adding new units and terrain models to the data set using the import tool, and many more additions!

The editor is accessible from the game launcher. Full instructions below.

News is not over! To celebrate this important milestone, the whole Close Combat Franchise is on sale! The Bloody First is 35% off! The offer lasts until April 6th at 5 PM GMT (only for digital editions). Take a look at the offer [link=https://www.matrixgames.com/inventory/special]here[/link]

Get the update from here! (http://ftp.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.01.01.zip)

Take a look at the full changelog here below:

Version 1.1.1 Notes

Version 1.1.1

Map Editor Changes:
• Press ‘P’ key to toggle cursor terrain and coordinate display.
• Mouse over an object and hit PgUp/PgDn to cycle through the possible variations in model / texture.
• Better alignment of fences and walls when placing them in a row.
• Battle damage type objects (foxhole, gun pit, craters) cannot be created via the editor and no longer show up in the object list. May be implemented in the future.
• Fix for mods loading custom maps while using the stock campaign.
• Fixed missing default textures on dead cow objects.
• Fixed incorrect texture names in data file for low stone wall, low mud wall, high mud wall, and wreck objects.
• Fix for mouse handling when Scenario Editor screen is up.
• Fix for hang when mouse over exactly overlapping buildings.
• Fixes for texture loading and saving.


Content Creator Update
• Force Supply Level now updates correctly after each battle.
• Force Supply Level on Planning and Briefing screen now displays correct value.
• Fixed case where Kasserine Pass operation would not becoming available when it should.
• "PLAY <scenario>" button only displays for Custom Battle or Saved Games lists if you have at least one item in the list.


• Multiplayer: Client now shows correct unit status icons for enemy in sight, firing, etc.
• Multiplayer: Unit action string now updated correctly on client during a co-op battle.
• Multiplayer: Queued orders are displayed correctly on the client.
• Multiplayer: Default Defend/Ambush order arcs appear correctly on the client.
• A unit's current order line/arcs are no longer displayed while unit is broken or routing.
• Tooltips added to the Soldier screen weapon, achievement, and medal icons.
• A battle map preview can now be accessed from the Force Selection screen (image in the upper left.)


• Fix for bridge not overwritting deep water terrain (Cerisy)
• Left click on a live soldier in soldier list centers camera on soldier.
• Fix for separated soldier failing to rejoin unit if unit aborted a movement order while soldier was separated.
• Game now allows a battle scenario to begin even if battle end conditions are already in effect.
• Vehicle kill chance and counter-kill chance now has more influence when choosing a default target.
• Soldier walking and crawling speeds now less effected by terrain and slope.
• Vehicle pathing and path-following updated.
• Vehicles will attempt to keep at least 1m distance from impassable terrain.
• Vehicles halt before entering impassable terrain and re-path as necessary.
• Drivers now follow unit movement path more closely.
• Drivers will adjust vehicle speed more precisely to avoid overshooting a turn.
• New game options to control Defend/Ambush arc display and behavior.
• Added the keybind "~" (the tilde key) to deselect all units. Remappable to ESC via OPTIONS.TXT.
• Fixed potential crash with current unit becoming unselected while queuing orders for that unit.
• Added 'Delete File' button on command screen to delete saved games and custom battles.
• Unsupported 'Fog' weather option no longer appears as a weather choice in the scenario editor.


Title: Re: Close Combat The Bloody First
Post by: Asid on July 31, 2020, 12:46:15 PM
Close Combat TBF Update 1.1.5 - 1.1.7
31 July 2020


Close Combat TBF and its Editor have been updated.

You can download the update from here (http://ftp.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.01.07.01.zip)

Take a look at the changelog below:

Version 1.1.7
Fixed Error: Unhandled Exception ExpCode:0x0000005

Version 1.1.6
• Optimization work to reduce frame rate / game speed bottlenecks during battle.
• Optimization work to improve multiplayer game speed during battle.
• Multiplayer Host dialog details panel text no longer visible on top of settings panel right after connecting.


Version 1.1.5
• Fixed possible crash case when replacement leader was swapped into an already full team.
• Revised networking thread to reduce CPU load.
• Fixed unnessary unit updates that could occurred during multiplayer, reducing network load.
• Fire support button tool tips show weapon type and count again.
• Fixed issue where campaign / operation with plain text summary and briefing might fail to load.
• Units with a 'blind shot' at a vehicle now recognize it immediately rather than after firing one shot.
• Textures in mod folders now correctly override stock textures.

Editor changelog
Version 1.0.4
• Fixed loading campaign setting
• Water scale and loading fixed
• Added support for mods
• Removed incorrect tutorial popups