optimized performance of the graphics engine
added max draw distance option to grimrock.cfg
optimized input latency especially when frame rate drops below 60 fps
added touchscreen mode to game options (enables attacking with left mouse button)
improved dynamic lighting effects when using low quality rendering mode
bug fix: tomb of guardians puzzle could end up in an incorrect state
bug fix: projectiles dont pass through open cemetery gate
bug fix: a monster standing in a monster blocker square cant be melee attacked
bug fix: skeleton archers can be poisoned
fixed a potential script freeze during Battle of ElHalem
fixed game breaks if renaming savegames during battles
fixed faulty win condition in Benivilla Forest recapture scenario
corrected win condition issue in Niobes Estate
fixed game breaks if spawning entities die
fixed a potential error source in Shinna preparation battle win conditions
fixed problem that Faramuds dialog was deactivated when whole map was conquered
fixed a problem with with Cassia-Dialog that hindered the game to progress
fixed carnage training fight that wasnt triggered correctly
fixed freeze on some maps when using the LoS tool
fixed a potential script freeze during Battle of ElHalem
fixed game breaks if renaming savegames during battles
fixed faulty win condition in Benivilla Forest recapture scenario
corrected win condition issue in Niobes Estate
fixed game breaks if spawning entities die
fixed a potential error source in Shinna preparation battle win conditions
fixed problem that Faramuds dialog was deactivated when whole map was conquered
fixed a problem with with Cassia-Dialog that hindered the game to progress
fixed carnage training fight that wasnt triggered correctly
fixed freeze on some maps when using the LoS tool
Much more refined mechanics for air engagements evasion, taking into account target speed and impact angle. This outright kills a number of player "cheats"
Significantly expanded Lua-scripting features
Revised weapon allocation screen
Right-click menu also for contacts and some new nifty functionality for them (e.g. "ghost out" a low-interest contact to reduce map clutter)
Heavier effect of proficiency levels on damage control underway repairs
Huge performance increase in scenarios with zones
Note that this patch is not compatible with existing saved games. Do not update until you are ready to start a new game.
· Fixed incorrect devices being given for some quests
· Fixed an issue with officer's names repeating in multiple sectors
· Fixed monitoring of the "trap" achievements
· Four More Fixes
· Expanded tooltips for many situations
· Made artifacts interact with each other
· Gave the Stealth Runner starting ship better equipment
· Added supply cost to away missions
· Three additional Major Changes
· Shift+Control+F will cycle fonts
· Added CANYON planet generator
· Added 11 new monsters
· Added 2 new kinds of special space suits
· Long away missions provide extra officer XP upon safe return
· Fourteen more changes and additions
Note that this patch is not compatible with existing saved games. Do not update until you are ready to start a new game.
· Fixed incorrect devices being given for some quests
· Fixed an issue with officer's names repeating in multiple sectors
· Fixed monitoring of the "trap" achievements
· Four More Fixes
· Expanded tooltips for many situations
· Made artifacts interact with each other
· Gave the Stealth Runner starting ship better equipment
· Added supply cost to away missions
· Three additional Major Changes
· Shift+Control+F will cycle fonts
· Added CANYON planet generator
· Added 11 new monsters
· Added 2 new kinds of special space suits
· Long away missions provide extra officer XP upon safe return
· Fourteen more changes and additions
- Fixed issues with passing blow interrupting AI scripts on special occasions
- Fixed win conditions with petrified enemies in several end game battles
- Removed two possible timing issues with Sandghost "devour" attack
- Fixed soft freeze when Kulminatio level 3 hit its target
- Fixed possible soft freezes when AI's died during their turns
- Fixed an issue with speech being interrupted if app focus was lost
- Fixed an issue that made it possible to start the campaign with only mercenaries
- Fixed Korean book font
- Fixed issues with passing blow interrupting AI scripts on special occasions
- Fixed win conditions with petrified enemies in several end game battles
- Removed two possible timing issues with Sandghost "devour" attack
- Fixed soft freeze when Kulminatio level 3 hit its target
- Fixed possible soft freezes when AI's died during their turns
- Fixed an issue with speech being interrupted if app focus was lost
- Fixed an issue that made it possible to start the campaign with only mercenaries
- Fixed Korean book font
Changes:
64-bit build
New large truck dealer / showroom
Truck fixes: shadows in Scania R, Scania Streamline, Volvo FH16 2012, Renault Magnum 2009 + sideskirts; mirror in MAN TGX, Renault Premium holes and collision
Paintjob fixes: Raven for DAF, MAN, Heavy Duty
Cargo: removed Christmas Gifts, fixed car transporter, fixed helicopter texture and straps
Reduced stalling: bigger memory pool in 64-bit builds, better memory handling, delayed shadow loading, random look selection, sound accessories
Improved memory management on 32-bit OS
Steam version: Fixed free roam check in the Careerist achievement
Map fixes
Changes:
64-bit build
New large truck dealer / showroom
Truck fixes: shadows in Scania R, Scania Streamline, Volvo FH16 2012, Renault Magnum 2009 + sideskirts; mirror in MAN TGX, Renault Premium holes and collision
Paintjob fixes: Raven for DAF, MAN, Heavy Duty
Cargo: removed Christmas Gifts, fixed car transporter, fixed helicopter texture and straps
Reduced stalling: bigger memory pool in 64-bit builds, better memory handling, delayed shadow loading, random look selection, sound accessories
Improved memory management on 32-bit OS
Steam version: Fixed free roam check in the Careerist achievement
Map fixes
Changes:
64-bit build
New large truck dealer / showroom
Truck fixes: shadows in Scania R, Scania Streamline, Volvo FH16 2012, Renault Magnum 2009 + sideskirts; mirror in MAN TGX, Renault Premium holes and collision
Paintjob fixes: Raven for DAF, MAN, Heavy Duty
Cargo: removed Christmas Gifts, fixed car transporter, fixed helicopter texture and straps
Reduced stalling: bigger memory pool in 64-bit builds, better memory handling, delayed shadow loading, random look selection, sound accessories
Improved memory management on 32-bit OS
Steam version: Fixed free roam check in the Careerist achievement
Map fixes
Changes:
64-bit build
New large truck dealer / showroom
Truck fixes: shadows in Scania R, Scania Streamline, Volvo FH16 2012, Renault Magnum 2009 + sideskirts; mirror in MAN TGX, Renault Premium holes and collision
Paintjob fixes: Raven for DAF, MAN, Heavy Duty
Cargo: removed Christmas Gifts, fixed car transporter, fixed helicopter texture and straps
Reduced stalling: bigger memory pool in 64-bit builds, better memory handling, delayed shadow loading, random look selection, sound accessories
Improved memory management on 32-bit OS
Steam version: Fixed free roam check in the Careerist achievement
Map fixes
NEW FEATURES
Pressing the V key (showing goals, interactive objects) is working also during deployment on the battlemap now.
The status box has mouseover informations now
Cities are more populated now
BLOCK (Spoiler Alert)
Battle Prison of Assakal: fixed occasional soft freeze when AI picked up weapons
Battle Marwans Palace pt 2: fixed possible blocker caused by incorrect cutscene trigger
Battle Marwans Palace pt 1: fixed win conditions
Battle Marwans Arena: corrected petrified flags so they are being considered for win and lose conditions
Battle Dujar: fixed a dialogue trigger bug that made it impossible to reach the creator
NEW FEATURES
Pressing the V key (showing goals, interactive objects) is working also during deployment on the battlemap now.
The status box has mouseover informations now
Cities are more populated now
BLOCK (Spoiler Alert)
Battle Prison of Assakal: fixed occasional soft freeze when AI picked up weapons
Battle Marwans Palace pt 2: fixed possible blocker caused by incorrect cutscene trigger
Battle Marwans Palace pt 1: fixed win conditions
Battle Marwans Arena: corrected petrified flags so they are being considered for win and lose conditions
Battle Dujar: fixed a dialogue trigger bug that made it impossible to reach the creator
Clio Cup v1.51 changelog (from v1.41):
- Switched to WheelsIncludeAllTireMass fix.
- Moved to UltraChassis with flex, and slightly better geometry.
- Better motion ratios on account of newer push-rod parameters and slightly soften front ARB to what should be a more realistic level.
- Misc tyre tweaks, more detailed lookup table and extra nodes should make them more accurate over a wider range of conditions. Wear has also been reduced.
- More realistic front and rear brake fade characteristics.
- Auto ignition-cut on upshifts.
- Maximized under tray collision points (up to 12 from 6).
- New steering system.
- Increased CG (on account of better data).
- Auto-clutch more useful (more aggressively adjusted).
- Damage tweaks (slightly stronger suspension against mild contacts).
- Updated shaders.
- Updated driver model.
- Tweaked headlight parameters.
- Liveries replaced/updated/added, all built against an improved template.
- Updated icons.
- Updated to use latest internal / external sound attenuation variables.
- Updated to newest camera standard (centered bonnet cam, etc) and removed a couple excessive cams.
- Minor AI tweaks to correlate slightly closer to player physics.
- Removed some now obsolete lines.
- Plus other miscellaneous tweaks.
This update includes a number of small fixes and tweaks, a very important fix for the GT AIW (AI driving lines), and the addition, finally, of a working National configuration.
Originally opened by the Royal Air Force as RAF Silverstone in 1943, this ex-World War II air base, with its connecting roads between runways, became host to the British Grand Prix for the first time in 1948. It also hosted the first round of the Formula One World Championship in 1950, and over the years has held the race on varying layouts and circuit redesigns throughout the history of Formula One. The track also serves as the 'home race' for the majority of the Formula One teams and personnel, many teams located very close by.
It's hard for many to imagine the history of motor racing without Silverstone, it is so deeply entwined with the great drivers who have both raced and won there. Great names like Alonso, Schumacher, Prost, Senna, Brabham and Ascari join British race winners like Moss, Clark, Stewart, Mansell, Hill and Hamilton.
The new track, first raced in 2010 by GT cars, is now vastly different to the high-speed and relatively simplistic circuit it once was, now with high and slow speed turns, it has become a far greater technical challenge for driver, team and even tire manufacturers.
Corrected the PBEM/saved-game crash bug (note: applies to v1.01 and v1.02 but not old saved games from v1.00).
Corrected the pause bug when dragging a waypoint.
Shrapnel is modeled with higher fidelity.
Antiaircraft weapons wont shoot if the gunner is hiding.
Vehicles that are hiding are more difficult to hear, even compared to stationary non-hiding vehicles.
Corrected the PBEM/saved-game crash bug (note: applies to v1.01 and v1.02 but not old saved games from v1.00).
Corrected the pause bug when dragging a waypoint.
Shrapnel is modeled with higher fidelity.
Antiaircraft weapons wont shoot if the gunner is hiding.
Vehicles that are hiding are more difficult to hear, even compared to stationary non-hiding vehicles.
Surge and Quick-Turnaround air operations allow players to faithfully recreate the frantic tempo of historical operations like the Six-Day War or the first nights of Desert Storm (or apply the same sortie rates on their own hypothetical conflicts), while also having to deal with the inevitable punishing wear and tear on both crews and airframes that this relentless pace enforces. The faithful depiction of the critical choice between sustained or surge rates is a first for any unclassified strategy/wargaming title on the market and pushes Command into the arena of hardcore flight simulators.
At the same time, customizable unit-level proficiency settings allow scenario creators to model both hard-seasoned eagles and green nuggets on the same side, even down to the same squadron. The effects of unit proficiency are also even more amplified than before, and veteran or ace operators now have decisive advantages over their less experienced counterparts. So now not only do you have to manage and favorably arrange the hardware, but the people too. How do you know your crews are entering battle with a vastly more proficient enemy? Maybe your briefing will tell you . or maybe youll find out the hard way.
The third, and perhaps the most far-reaching improvement is the integration of the popular Lua scripting language right into the scenario editor, allowing unprecedented (indeed, undreamed of) levels of editing power and flexibility! Amongst other things, the use of Lua scripting allows players to write their own mission scripts, swap units between missions, place new units on either specific or random locations, set a wide range of unit properties, change the Doctrine/RoE settings during the course of the scenario as response to events happening (or not), and much more.