Flashpoint Campaigns receives a final update! And is on sale too!Today, we are releasing a final update for
Flashpoint Campaigns: Red Storm and
Germany Reforged, that will take us to
version 2.0.13!
This update brings an already extraordinary wargame to the next level, and to celebrate this important announcement, we are putting both
Flashpoint Campaigns: Red Storm and
Germany Reforged on
sale!Starting from today September 1st to 7th, the series is 50% off! Don’t miss this chance!Well then, let’s get back to the update (which you can download from the
Member’s area or just
clicking on this url)!
Version 2.0.13 is going to add many new features, among all:
1. New Scenarios and Mission PowerPoint files from the Staff Exercises at Origins 2017.
2. Added the new Staff Alerts Tab to the TOC. This is a feature added to the Origins Red Storm build brought over into the regular game. The tab shows all units having some manner of problems and there is a hyperurl to the map for the unit.
3. Enhanced the AI movement mode selection. The AI will use a deliberate move if it is a good distance from the objective. This will be less fatiguing and off a bit better awareness when on the move over the normal assault moves.
4. Fixed a couple of long standing bugs related to certain combat functions. Combat should now behave as intended with small formations being a bit more brittle and larger formations being a bit less fragile.
5. There was also a bug introduced in 2.0.12 that caused the end game VP scoring to be incorrect in some cases, mainly continuations past sudden death. That is now fixed.
The rest of the changelog is available
belowDon’t forget to
check out the offers and be sure to have fun with this new update!
You can find Flashpoint Campaigns
on Steam too!
A quick note: The game IS NOT on sale over on Steam. You can, however, buy the MAtrix version and then register the game on Steam.
What’s New, Enhanced, or Fixed for 2.0.13Here is a list of the items we worked on for this update with a brief summary of the changes in the game to this point. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!
New – Staff Alerts Tab in the TOCFor the second year in a row, we are adding a new feature from our Origins build into the game. This year it is the Staff Alerts Panel. This is a commander’s one stop shop to see what units have problems. Any unit seen on the list (Counter in area 1, Unit Designation in area 2, and Unit Composition in are 4)) has one or more of its Readiness, Morale, or Ammo stats below 50% (Attributes in area 3). If one of those factors is below 25% then
you get a red warning message (in area 5). Units raising alerts can also have other problems as shown in the Red Message area (area 5). This could be out of special ammo for artillery units, out of command range, insufficient transport (unit moving at leg speed and not IFV speed), and other conditions of concern.
Enhanced – Enemy AI Movement Mode SelectionWe adjusted the way the AI sets up it movement orders when planning. The AI will now choose to move via Deliberate Movement when 4km or greater from an objective area. This change improves the defensive posture of the moving units and slightly reduces the readiness hit compared to an Assault move.
Fixed – Infinite Infantry ATGM AmmoThere was a bug in the code that allowed ATGM teams (Infantry only) to bypass an ammo check. This error leads to those units being able to have available ATGM rounds to use if their ammo level was okay.
Fixed – Mechanized Unit Type AssignmentThere was an odd bug in the code that would typecast certain mechanized units as leg infantry. This would lead to those units being less prone to launch attacks at range (A good thing for infantry in many cases). Everything works as intended now.
Fixed – Unit Size Combat ModifierWhile dealing with the bugs above, we found an old, deep bug with one of the unit size modifiers. This has been responsible for some of the overly hard to kill single units and in some cases the more brittle look of larger
formations. The outcome of combat is now back where it should be. This bug may also be responsible for the difficulty of some weapons to engage air and helicopter units properly. Be prepared for slightly more NATO losses
and slightly fewer Soviet losses in direct fire engagements.
Fixed – VP Scoring at End GameOne of the last two updates broke the post-game VP scoring code. When the game ended by sudden death or end game selection, it was scoring the VP locations as they were at game end and not as calculated by end game
conditions. After much rework and testing, we now believe it all to be working as designed. If you choose to continue the game from the Sudden Death screen, the game will reset the VPs to the state they were in before
being scored.