Close Combat: The Bloody First updated to Version 1.0.6

Close Combat: The Bloody First

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...

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; [b]and many more![/b] 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.