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Combat Mission: Shock Force Change-log

Combat Mission: Shock Force v1.32 Patch


July, 2011
BEFORE CONTINUING WITH THE INSTALL, PLEASE TAKE A MINUTE TO AT LEAST
READ THE "EXTREMELY IMPORTANT" AND "IMPORTANT" MESSAGES BELOW!
!!! EXTREMELY IMPORTANT!
COMBAT MISSION SHOCK FORCE VERSION REQUIREMENT:
This v1.32 Patch requires Combat Mission Shock Force updated to v1.31!!
It does not matter where you purchased the game, or if you have any Modules installed or not. If
you are playing CMSF v1.31 now, with or without any one of the modules or all of them, then you
can install this patch.
!!!IMPORTANT!
PATCH INSTALLATION DIRECTORY REQUIREMENT:
The v1.32 Patch needs to be installed in the same directory that currently contains your v1.31 full
version. The Patch will attempt to automatically select the correct folder for you, but due to the
number of different game versions out there, this check is not always 100% accurate.
**Before installing, please make sure that the Installatin Path points to the correct folder, which
contains your full version of CMSF v1.31!**
!!! IMPORTANT!
During installation, this patch will allow you to select which components of the game you would
like to patch. Multiple choices are allowed, and you have to choose ALL the game components that
you have currently installed for the patch to work correctly. The choices include:
- CMSF (you select this if you have just the base game and no modules installed)
- Marines Module (you select this if you have the Marines module)
- British Forces Module (you select this if you have the British Forces module)
- NATO Module (you select this if you have the NATO module)
Example: if you have CMSF and all three modules, you would make sure that ALL FOUR options
are CHECKED.
Example Two: if you have CMSF and only the NATO module, and no other modules, you would
make sure that the options for CMSF and NATO are CHECKED, and the options for Marines and
British Forces are UNCHECKED
If you make a mistake, simply re-run the patch and make sure to select the right components to
update.
PREVIOUS SAVE GAME COMPATIBILITY NOTE:
NOTE: Save games from v1.31 ARE COMPATIBLE with v1.32, provided that you save your turnbased games in the COMMAND phase (not the replay phase) before upgrading to v1.32.
COMPATIBILITY WITH MODS:

Due to the potential of conflicts with pre v1.32 game Mods, we advise uninstalling any mods prior
to installing this Game patch. Mod authors will need to updated their mods using the v1.32
strings.txt embedded into the new "Version 132.brz" file.
NEW v1.32 GAME FEATURES
This patch will update your core CMSF game and all modules to v1.32, which includes many
enhancements and improvements. Below is a brief list of some of the new v1.32 game features.
Combat Mission Shock Force v1.32 features
TO&E corrections.
Computer player is a bit more aggressive in moving on the attack.
Squads split into specialized teams and reallocate their grenades more intelligently.
In a campiagn, vehicles with decimated crews that don't refit won't be brought to the next battle
with that decimated crew only to be immediately considered knocked out as a result.
In a campaign, heavy weapons teams will receive a new heavy weapon (if the previous one was
lost) even if the force as a whole does not refit.
Camera movement and zooming keys are smoother.
Corrected a problem that gave too much much protection to soldiers on rooftops against airbursts.
Explosive power of minefields is toned down.
Marder IFVs carry a panzerfaust for passenger use.
In hotseat games, the arrival of reinforcements does not occur until after the next player has
entered his password.
Assault moves work better.
Flashes of light, at night, look better.
Numerous small fixes.
Various stability improvements.
Combat Mission: Shock Force v1.31 Patch
November, 2010
Gill and Javelin missiles track moving targets better at very close range.
Nyala armor fully protects against small arms, and non-RWS version has smoke launchers
removed and carries .50cal MG not 7.62mm.
Nyala and G-Wagon gunners correctly rotate turrets in response to covered arc commands.
Fuchs forward MG has wider rotational arc.
Corrected a problem that intermittently caused adjusted artillery missions to take too long to
arrive.
Soldiers receive reduced blast protection when an armored vehicle is between them and a very
large explosion.
Launch sound changed for Gill missile.
Firing sound changed for C14, C15, L115A3, AWSMF, G22 sniper rifles.
Building collapse sounds are quieter at a distance.
When loading a scenario from v1.21 or earlier, custom "unit names" for individual squads, teams
and vehicles are not applied to their leaders' names. Unit names for formations are unaffected.
Vehicles don't automatically stop firing when some passengers are disembarking.
Fixed a bug that prevented clicking on soldiers through a (transparent) building's roof.
Corrected Syrian and Canadian rank icons.
TOE updates:
Canadian independent engineers added.
Demolition charges for Canadian Pioneers added
GPS added to all leaders of Blue rifle squads.
Germans and Dutch receive additional radios.

Dutch receive additional night vision equipment.


Miscellaneous corrections.
T-90 tank does not overreact popping smoke in response to laser targeting [Marine Module only].
In the New Game screen, the time displayed for each scenario (e.g. "01:20") refers to the length of
the scenario, not the time of day.
nVidia light-flashing bug is fixed
Computer player is smarter about disembarking passengers from immobilized vehicles.
BATTLEFRONT.COM INTERNET BROWSER COMMUNITY TOOLBAR:
This new patch includes the optional install of a new, and we think, exciting tool. This tool
seamlessly attaches to your internet browser (currently Microsoft Internet Explorer and Firefox
supported) and gives you instant access to Battlefront.com game news, patches, demos, chat
channel as well as other popular browser toolbar *gadgets such as realtime weather reports (unique
to your hometown!), a spell checker and pop-up blocker. Fully user configurable and expandable,
your new Battlefront.com Community toolbar unlocks the full potential of your internet browser to
keep you connected with the ever-growing world of Battlefront.com games and resources! You can
find more details on this new free utility here: http://www.battlefront.com/index.php?
option=com_content&task=view&id=388&Itemid=212

V1.11+ SCENARIO AND CAMPAIGN OPTIMIZATIONS:


Versions 1.11+ include an optimization which potentially speeds up the loading process or large
scenarios, campaign battles, and save games. It is most noticeable for scenarios that have a lot of
locked (black) elevation points. In order for this optimization to work, existing user created
scenarios must be saved out in the Editor using v1.11 or higher. Nothing special is needed... just
open the scenario in the Editor and save it again! User created Campaigns should be recompiled
after all their individual scenarios have been re-saved. This patch includes select re-saved (i.e.
optimized) versions of scenarios that shipped with CM:SF and CM:SF Marines, as well as an
updated and improved version of the Marines campaign. Their was no need to optimize the original
CM:SF Campaigns.
V1.21 PATCH FEATURE LIST
Soldiers
Soldiers on rooftops receive better cover.
Speed difference between Fast and Quick moves is slightly increased.
Soldiers tire more quickly moving across difficult terrain or in very hot weather.
Split teams that are in close proximity but on different vehicles will not attempt to join.
Teams that rejoin will retain the target orders of one of the teams instead of erasing them all.
Buddy-aid will not pick up heavy weapons from a different Team.
Vehicles
Passengers manning a vehicle weapon may use it even if the crew has bailed out.
Top gunner in a Humvee can use a personal weapon if his vehicle-mounted weapon is out of
action.
Vehicles do a better job using alternate crew to replace MG gunners who become casualties.
Tanks won't waste APFSDS ammo on lightly-armored targets when alternative ammo is available.
Refinements to vehicle damage from mines.
Added radio to UAZ vehicle.
Bradley IFVs and CFVs carry some 40mm grenades for their passengers.

Vehicles move more smoothly in PBEM and hotseat replay.


Weapons
Times to set up SPG-9 and most ATGMs are reduced.
Powerful projectiles like sabot can penetrate trees and be slightly deflected rather than stopped.
Heavy weapons set up near the edges of buildings won't drop to the ground after an explosion.
Corrected a small problem where automatic weapons had a pause between the first and second
rounds that was slightly longer than it should have been.
MGs on bipods are a bit more stable than before.
Corrected a rare instance where ATGMs could fly too low and hit the ground when they should
not.
Terrain
Roads are smoother when traversing rough ground or steep slopes.
Large rocks (flavor objects) are more of a deterrent to navigate over.
Flavor objects tilt to fit slopes when necessary.
Trees are less resistant to damage from heavy artillery.
Artillery
Updated behavior for artillery/air support time-to-target. Conventional Red formation leaders are
now allowed to call in artillery from batteries at battalion level or below (e.g. light mortars).
Corrected some issues affecting artillery arrival time after target adjustment.
Corrected the display of artillery mission type in PBEM games.
Artillery battery and aircraft pilot voices use the correct nationality when they differ from that of
the spotter.
User Interface
Troops may be given simultaneous Hide and Face commands, but changing facing often requires a
soldier to change position slightly, during which time he will not be "hiding".
When acquiring missiles from a vehicle, it is now possible to take the last missile without its
reloadable launcher (e.g. Javelin).
"Scenario Author Test" may be selected as a Skill Mode (1-player only). It will cause all enemy
units to be fully displayed to the player, but not additionally "known" to player's troops.
Editor
AI Plan #0 can be deactivated in the editor provided at least one other plan is active.
In the map editor, some buttons were shifted from "Flavor Objects #1" to "Flavor Objects #2".
Corrected some small issues with elevation controls in the editor.
Miscellaneous
Large saved games that take longer to load do not advance the game clock in the process of
loading.
Corrected a slow framerate problem on the first PBEM turn.
Small bullets kick up a tiny bit of dirt and dust when they hit ground.
Computer-player air strikes aim at smaller areas, reducing friendly fire.

Corrected a problem where some ATGM teams would appear to leave their ATGM launcher
temporarily behind when embarking on a vehicle.
Corrected a problem that caused the turn-based computer player sometimes not to dismount troops
fully when instructed by the scenario AI plan.
Corrected a PBEM synchronization problem caused by saving and reloading the game.
Marines Module Only
o US Marines sometimes have M203 grenade launchers instead of M32, especially at lower
Equipment Quality settings.
o Added US Marine Mk11 sniper rifle (equivalent to Army M110).
o The US Marine sergeant in the scout team wears infantry gear, not vehicle crew gear.
British Module Only
Jackal GMG (aka grenade launcher) can now be found in the Fire Support Section of the British
Infantry Rifle Company, when the equipment rating is good (otherwise they get a WMIK).
Loader on Challenger 2 Enhanced will not reload the top-deck MG unless ordered to unbutton.
Warrior has slower (hand-cranked) gun elevation.
Gunner in LMTV will use his personal night-vision gear when appropriate.
LMTV carries more passenger weapons and ammunition.
British Engineer Troop has 3 TUM ST vehicles, not 6.
Corrected a problem with a US IBCT soldier carrying a British rifle.
V1.20 PATCH FEATURE LIST (ABBREVIATED)
1. "Pop Smoke" can now be aimed using the Face Command or current unit facing. The smoke will
not fire until an existing Face Command is executed.
2. Floating icons for friendly units now briefly blink after sustaining a casualty.
3. Some units (currently just the Challenger 2 MBT and 51mm Light mortar, available ONLY as
part of the British Forces Module) are capable of firing smoke ammunition. This is
achieved by use of the new Target Smoke command or hotkey.
4. Spotters for indirect support weapons as well as on-map mortars (currently just the 51mm Light
mortar available ONLY as part of the British Forces Module) are now able to target areas slightly
outside of direct LOS under certain circumstances, such as when firing indirectly over a tall wall or
just behind the crest of a hill.
5. Commanding Officers (CO) and Executive Officers (XO) are now represented by large star icons
6. Vehicle Crews may now "Bailout" when in the Editor or during Setup.
7. Soldiers are automatically boarded onto their vehicles in Quick Battles or the Editor when first
purchased. Once the Setup Phase (Quick Battle) or Deploy Units (Editor) mode you may unload
and reload as before.
8. Muzzle flame, smoke, dust, and other effects directly attached to enemy unit behavior are no
longer shown unless the unit is already spotted by at least one friendly soldier.
9. Campaign players now have an option to switch between RealTime and WeGo Modes in between
battles.
10. Campaign scripts can now specify a minimum and maximum overall campaign victory level
based for any battle that ends the campaign.
11. Scenario game time limit has been increased to 4 hours, and reinforcement times have been
adjusted accordingly.
12. AI Editor: landmines assigned to AI unit number 2 and higher move into the AI units painted
setup zone.

13. Campaigns started using an earlier version of a Campaign can be continued with newer versions
once the current battle being played has been completed.
V1.11 PATCH FEATURE LIST
Turn-Based Replay
Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows for
improved performance of large battles on older computers, and for convenient "skipping ahead" in
the early turns of a battle before enemy contact.
Craters, vehicle bog status, damaged buildings, walls, and trees display correctly (not too early).
Smoother vehicle and soldier movement.
The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10
seconds if the Control key is pressed, and 20 seconds if the Shift key is pressed.
Incoming rounds from air support attacks are displayed at the correct elevation.
Moving vehicles sound better in email replay.
Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay
when calculating victory.
Correct animation is shown after a soldier switches weapons.
Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in
replay.
Corrected a rare case where, after replay, a casualty could be shown using the animation he had
just before becoming a casualty.
Vehicles
Improved pathfinding and obstacle avoidance.
Vehicle secondary explosions do not continue for too long in email games.
Improved coordination between the rotations of vehicle hulls and turrets.
Fixed a bug that sometimes caused vehicle ammo to increase.
Stryker MGS uses an improved APFSDS round, the M900, rather than the M833.
LAV-25 will use its coax MG, not its 25mm cannon for "Target Light".
LAV-A2 series armor thickness reduced.
Modified ammo loadouts on early-model T-72 tanks.
MTVR trucks have a new floating icon image.
In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air
spotter/observer/controller is riding as a passenger, he will switch seats with a vehicle crewman so
he can use the vehicle's powerful FS-3 optical equipment. Note that the vehicle must unbutton to
use the FS-3.
The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is
aboard to man it.
Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed.
Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle.
Crews will not retain a pop-smoke targeting order after bailing out of their vehicle.
Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its
weapons.
Passengers consistently close the rear doors on the LAV-25 when required.
When a vehicle driver is hit, another crewman takes his place even if there are passengers on the
vehicle.
Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader.
Light vehicles have tighter suspensions.
Infantry

Improved soldier pathfinding.


Soldiers can "fire on the move" when inside buildings.
Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand
too close to the walls.
When a squad splits into teams, the teams divide ammo amongst themselves more evenly.
Corrected a problem where a soldier could become "stuck" moving up a steep slope.
When a squad splits into teams and later reforms, its original targeting orders from before the split
won't still be active.
Accuracy of marksmen slightly increased.
Split squads reform when aboard vehicles.
Grenade throwing between adjacent levels in a building works better.
RPG-16 reloads correctly.
A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop.
Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the
next turn of an email game.
TacAI
Improved infantry team evasive movement logic.
Soldiers with area-fire orders are better at taking aimed shots at individual enemies who
subsequently appear in the targeted area, especially in buildings.
Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit later
disappears from sight, the target order is not immediately canceled. Instead, your unit will continue
to area-fire sporadically at the enemy's last known location for a short time if the LOS is sufficiently
clear for area-style targeting (note that sometimes it won't be). Volume of fire is lighter versus open
terrain, and shots will be taken at other targets of opportunity as usual. If the enemy reappears, it
will again be targeted directly. If it does not reappear for about 45 seconds, the target order is
canceled. A similar behavior applies to individual soldiers who have fired on enemy infantry
without targeting orders from the player. They will continue to area-fire at their target's last known
location for about 30 seconds.
Soldiers are better at moving to advantageous firing positions inside a building.
When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the
guided missile takes a long time to reload.
Grenadiers are more willing to use their rifles, not just the grenade launchers.
Hunting units are not so quick to halt if they encounter distant explosions.
Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammates
to catch up.
TacAI aims a little lower versus certain vehicles, especially those without turrets, for better
accuracy.
Soldiers placed near the top of of a steep slope (looking up) are more likely to crouch than lie
prone, so they can get a clear
LOS/LOF over the rim of the slope.
Heavy-weapons gunners and forward observers are less likely to fire their light personal weapons
(in order to keep a lower
profile).
Javelin gunners fire missiles at enemy infantry in buildings less often.
Gunners pay slightly less attention to enemy vehicles that are abandoned but not destroyed.
Computer Player
Computer player is quicker to surrender when most of its forces are knocked out.
Computer player is more aggressive with its artillery and air strikes, and better coordinates its
artillery smoke missions.
Computer-player units don't arbitrarily change their facing when the battle starts.
Computer player does a better job organizing movement destinations of its vehicles.

Bunkers
Fixed the "floating bunkers" bug.
Bunkers can reliably be placed near trees in a scenario without being shifted.
Medic/"Buddy Aid"
Soldiers more reliably pick up "important" weapons from fallen comrades, but marksmen won't
drop their scoped rifles to pick up grenade launchers.
More likely to happen between soldiers in the same squad/team than in different squads/teams.
Works across action spot boundaries.
Less likely to happen when under fire.
Air and Artillery Support
Building protection versus artillery airbursts is increased.
You no longer hear enemy artillery and air support communication even if you have spotted their
forward observer.
Targeting support fire on building domes works correctly.
If an artillery spotter loses sight of the target during the spotting round phase, accuracy of the fire
mission is reduced appropriately.
U.S. Army JTAC, and U.S. Marine Fire Control teams are faster at calling in air strikes.
Incoming rounds from helicopter guns won't impact off-map (too early) when the game map is
steeply sloped.
Joining teams together to reform a squad when one team is already spotting for air or artillery
strikes works correctly.
User Interface
Hotkey for toggling floating icons can also toggle display of spotting contact "?" icons.
You may change between real-time and turn-based mode between battles of a campaign, or exit to
the game intro screen.
The automatic prompt to save a campaign game now comes just after clicking away the end-ofbattle screen, not after loading the next battle.
Pause command increments are: 5sec, 10, 15, 20, 30, 45, 1:00, 1:15, 1:30, (Unlimited) Pause.
Camera zoom up to x20.
Engineers who are passengers on a vehicle may be given a Blast move order, provided it's not the
first waypoint.
An enemy unit will no longer remain "selected" in the game interface if it disappears from your
units' view.
The game won't allow setting area targets that are a little too low for your gunners to see.
Split squads that have special names display their team names correctly, e.g. "Havoc 1 / A Team".
Target orders given to a double-clicked HQ (which selects its formation) do not apply to
reinforcements in that formation that have not yet arrived.
In turn-based play, there is no longer a problem with dismounting from a UAZ and immediately
plotting a move into a building.
The target cursor shows "Reverse Slope Target" instead of "Reverse Slope".
"Hint text" is not shown when there is a priority message (like reinforcement arrival) so they don't
overwrite.
3D Graphics
Faster frame rates in large battles.
New blown-out building wall models.
Updates to models: BRDM-2, BRDM-2 (AT5), BMP-3, AAV-7, AAVC-7, M1A1 Abrams USMC,
and M16 rifle.
When walls of different types abut, the sides render correctly.

Foxholes are no longer darkened, so they won't give away infantry positions.
Columns of smoke look correct in internet/LAN games.
Distant dirt and gravel roads display correctly when using Better or Best 3D Texture Quality
option.
Light from moonrise appears more gradually.
Landmark text is more readable when it's positioned below the distant mountains but above the
edge of the map.
TO&E
New Syrian Mech Airborne Infantry Battalion formation.
Updates to Syrian Airborne Rifle Squad, Marine Fire Control Team, and a few US artillery
formation names.
Marine sniper teams carry more sniper-rifle ammo.
Syrian forward observers have binoculars.
M4A1 rifle renamed to M4.
Quick Battles
Syrian forces always have a forward observer if artillery is available.
Troop Quality parameter has a greater effect on force size: low-quality forces are larger than
before, and high-quality are smaller.
If a map was mistakenly designed with "duplicate" Occupy-Terrain objectives for each force, a
Quick Battle won't import two copies of the objectives.
Miscellaneous
Smoother internet play.
Fixed a bug that caused some newer sound cards not to use enough sound channels.
The effect of experience on spotting ability is increased.
It's slightly less easy to spot enemies who have just fired their weapons, especially antitank
launchers.
Scenarios with big maps load faster.
Surrender does not necessarily lead to total defeat. The scores for Terrain Touch, Terrain Destroy,
and all Unit objectives are preserved.
IEDs can be detonated by nearby explosions.
Pre-battle Intel "?" icons don't disappear if the associated units are eliminated while not spotted.
AT-10, AT-11, and AT-12 missiles have a 100m minimum range.
Elite mode allows friendly fire in dark conditions.
Trees are tougher to destroy, especially palm trees.
Corrected some rare problems with LOS/LOF and buildings.
Marine Assault (aka SMAW) squad shows an antitank floating icon.
CMSF v1.10 FEATURES
INTERFACE
Movement Destination Highlights: When placing a waypoint over ground terrain, the destination
"action spot" is highlighted in yellow. Teams B and C (if any) also have their adjacent destinations
highlighted when plotting moves and when giving facing orders attached to a final waypoint. Note
that final facing is important for positioning "wing man" teams, so you should attach facing orders
to final waypoints as needed.
New Color for KIA: The colored "highlight disc" for dead soldiers is brown, to distinguish them
from seriously wounded soldiers whose disc remains red. "Buddy aid" can still be given to dead

soldiers, but all it does is reclaim their ammo and weapons if possible. "Aid" to dead soldiers is
pretty quick.
Target Arc and Facing orders may be given with mouse clicks that go "off map".
When placing a target arc, the distance in meters is displayed.
Disembarking troops may attach Face, Deploy, and Pop Smoke orders to waypoints.
"Target" command is available in the editor to check LOS (no targeting orders are saved).
ARTILLERY AND AIR SUPPORT
New sound effects for incoming rounds, jets, helicopters, cannon fire, bombs, spotters,
controllers.
Computer player uses artillery and air support dynamically throughout the game, not just preplanned strikes.
Smoke artillery missions (and computer-player AI Support Plans may use it)
Aircraft no longer drop unguided ("dumb") bombs to reflect recent/current loadout standards for
tactical combat air support. All bombs are laser- or GPS-guided.
F-15, F-16, and FA-18 no longer expend cannon rounds on ground targets. Pilots have informed
us that in a high-threat environment it would be rare for cannon to be used against ground targets.
Respond faster to "cease fire" orders.
Missions cannot be "adjusted" while they are still being "received".
"Emergency" missions are not available for pre-planned artillery strikes because they are not
necessary.
Hydra-70 rockets are slightly more accurate.
INFANTRY MOVEMENT
Fire on the Move: Moving soldiers will sometimes stop and take a quick shot at nearby/exposed
enemy troops, then resume moving.
- Soldiers are more likely to stop and shoot at enemies in front of them, less to the sides and rear.
- Accuracy is modestly reduced.
- Pause to fire most often: SLOW and MOVE (and HUNT stops the whole unit to engage).
- Pause to fire least often: FAST, and the moving soldiers in ASSAULT.
- If moving FAST or ASSAULT the soldier will not stop to reload. He will keep on moving.
Moving Under Fire: Moving troops that come under heavy fire will only switch to Slow (i.e.
crawling) if they are so tired that they could otherwise only use walking speed (i.e. not even Quick).
Otherwise they try to move faster. And sometimes they cancel their move altogether and seek
nearby cover.
Moving infantry does a better job of spotting enemies.
Soldiers do a better job finding ridgeline positions even when "heavy" cover like trees is also
present.
Soldiers position themselves better at corners of buildings and walls.
Soldiers move faster with Fast move, even when carrying heavy loads.
When soldiers using HUNT get too tired, they stop and pause for 90 seconds instead of changing
to MOVE.
Soldiers move along trench lines better.
Sound effects for footsteps.
Squads and teams are a little less likely to "stay pinned" if they have a very short move ordered to
better cover than they are in.
Soldiers who move Slow (i.e. crawl) will tend to keep their heads down for a little while after
reaching the destination even if there is no incoming fire and no enemies are spotted.
Soldiers won't move out of good protection into poor protection just to gain a line of fire.
Faster dismount movement.

Individuals soldiers will act upon facing orders at the new waypoint without waiting for their
teammates to arrive first.
Waypoints to vehicles are drawn with a slight elevation to make it clear that it's an "embark".
VEHICLES
New vehicles:
- M1A1SA TUSK Abrams tank
- M1A2 SEP TUSK Abrams tank
- M2A3 IFV Bradley with explosive reactive armor (ERA)
- M3A3 CFV Bradley with explosive reactive armor (ERA)
- M7A3 BFIST Bradley with explosive reactive armor (ERA)
- M1114 HMMV armed with Mk.19 grenade launcher
Improved damage algorithms for external systems on armored vehicles (e.g. optics, smoke
generators, lasers, missile launchers).
Secondary explosions for burning vehicles as ammunition "cooks off".
Dust and smoke from heavy rounds impacting on a vehicle will not hide that vehicle from its
attackers.
Improved vehicle navigation in narrow urban spaces.
Hiding vehicles that are struck by a projectile, or that spot an enemy vehicle targeting them will
automatically un-hide.
Humvees upgraded with "Frag-5" armor, carry more ammo, and all have radios.
Vehicle-mounted automatic weapons tend to fire slightly longer bursts, especially at other
vehicles. Exception: the BMP-2 cannon can't fire long bursts without needing aim adjustments.
Tank gunners are quicker at adjusting turret rotation to counterbalance if the hull starts rotating.
ATGM-armed vehicles will fire missiles at ground area targets if ordered to do so.
Light vehicles (like Humvees) start the game "opened up" by default.
VIED detonation AI improved so it does a better job destroying enemy AFVs.
Big knock-out hits are more likely to cause vehicles to burn and sometimes blast out a crater
beneath the vehicle.
GRAPHICS
Big explosions near the camera "flash" the viewscreen briefly.
Improved airburst graphics.
Improved highway graphics.
Collapsed buildings kick up more dust.
Frame rate improvement for maps with large numbers of roads, highways, grass, brush, or small
rocks.
MISCELLANEOUS
Internet Play: improved speed and reliability.
"Elite" mode changed so that friendly troops are always displayed, even when not spotted by the
current unit. A new mode called "Iron" behaves like the old Elite mode.
Explosions: the simulation of blast and shrapnel effects has been improved. The main thing you'll
likely notice is that huge weapons like airplane bombs are a bit less able to cause casualties at long
range.
Bunkers
- Handled better by computer player
- Protect correctly versus artillery fire
- Correctly simulate top hits from Javelins
Soldiers' carrying capacity reduced to a more realistic weight limit.

Spotting info is "passed along" to friendly units that are immediately adjacent (roughly within
25m or so) much like it already works with passing it along the chain of command.
Soldiers in sniper and javelin and forward observer teams (and similar) are less likely to use their
weapons aggressively except in self-defense (not including the "main weapon" soldier, e.g. the
sniper or javelin gunner).
Improved selection and organization of soldiers when splitting into teams, and also when later
rejoining.
Improved damage model for trees.
Machineguns may "deploy" inside buildings, though assembly time is 2+ minutes.
Seriously-wounded (red disc) soldiers who have not received "buddy aid" (i.e. disappeared) by
the end of the game have a 25% chance of becoming KIA in the final tally.
M4 rifles observe the built-in burst limit of 3 rounds.
Smarter AI for switching weapons (if a soldier has two) for area fire.
If a soldier becomes a casualty while in the act of throwing a grenade, the grenade will fall to the
side (not too far away) and explode, generally with bad consequences for friendly troops.
Syrian 30mm ammo used by BMP series vehicles is HE-incendiary.
Aim time for Javelin is longer (roughly 20 seconds depending on the soldier).
Guided missiles use flatter flight paths.
On Veteran and Elite levels, you will not hear voices of unspotted enemies.
Sound effects for weapon reloading.
New background sounds for day and night.
RPG-29 rate of fire reduced.
Added a "special equipment icon" for night vision gear.
Display is slightly brighter during overcast night conditions (no change to simulation).
BUG FIXES
Splitting squads into teams works properly in PBEM.
Blast moves won't blast an already-destroyed wall, and Blast moves through walls that are
"fused" to buildings work properly.
Spies and other "stealthy" enemies (who are not yet discovered) never appear as generic "?" spot
contacts.
Grenades will never explode by hitting the building from which they were thrown.
Corrected a problem that sometimes caused Teams to ignore waypoints and move back to an old
location to which they had previously Assault-moved.
Fixed a bug that caused skirt and slat armor to be too powerful against HEAT rounds.
Trenches don't give so much cover to high-angle incoming shots.
ATGMs whose gunners are unable to guide the missile (e.g. because they were killed) lose
guidance.
Casualty icons do not appear for unspotted enemies in turn-based games.
Fixed a "floating ceiling" graphical bug in buildings with their top floors destroyed.
Fixed a "nuclear explosion" bug.
Corrected a problem that showed mission briefing text improperly inside the editor.
Formations with very long names fit better into the game interface.
Corrected a pathfinding bug with waypoints placed too close to marshes.
Fixed some issues with fire-support vehicles not reducing artillery delay times.
CMSF v1.08 PATCH FEATURES
COMBAT

Improved calculations for small-arms penetration of buildings,including "shatter gap" for highspeed bullets.
Stryker MGS is more willing to fire main gun (even though it doesn't carry a lot of ammo).
Area fire at buildings has fewer "stray" shots.
Troops will automatically cancel area target after they blow a sizeable hole in a wall.
Small tweaks to bomb crater size (slightly decreased) and effects vs. buildings (slightly
increased).
Area fire at a wall area targets the wall itself more than the surroundings.
Balconies and roofs offer slightly increased protection.
Suppressed troops show more self-preservation behavior, especially in buildings.
Troops react faster to the cancellation of area fire targets.
Flavor objects disappear if a very large explosion occurs nearby.
Soldiers with low experience and/or low motivation are more likely to rout away. Rout symbols
(the ! mark) also last longer.
Corrected a rare problem that allowed projectiles to hit a vehicle and explode, but continue
traveling forward.
VIEDs cannot explode a second time if hit by additional fire.
The explosive power used by a Blast Move is increased (so enemies are more likely to take hits).
Corrected a problem where aiming a weapon at a vehicle at very short range could cause the
shooter's weapon to "wave around" for a few moments before firing.
Soft-skinned vehicles are a little sturdier versus small-arms fire.
MOVEMENT
When reaching a final waypoint, Team B of a squad will usually position itself to the side or rear
of Team A.
In internet play, the client player can mount troops during the setup phase and it works properly.
Fixed a T-72 "stuck in wall" bug.
A Hide command attached to a Hunt move works properly.
Corrected some issues with troops inside buildings moving around too much.
Fixed a problem where infantry sometimes wouldn't go into a building through a breached wall.
If you give a team/squad embark orders toward a vehicle in a different setup zone, it will work
correctly.
Fixed an embarking problem where some soldiers in the team wouldn't get on board the vehicle.
Corrected a pathing problem around high walls with a 45-degree bend.
GRAPHICS
Compatible with Matrox TripleHead2Go, enabling the simultaneous use of three monitors
providing wide-screen 3840 x 1024 resolution even if the computer only supports a single display
output.
Battle maps with many walls have increased frame rate.
Alt-K hotkey to show/hide smoke graphics.
Walls are visually destroyed correctly in playback.
Tab-locking the camera to a unit does a better job angling the camera to make sure the unit begins
in view.
Enemy casualties will not cause the building they are in to become translucent.
Terrain objective labels don't dim when "?" icons are on the screen.
Stryker driver hatch model does not open too far.
T-72 main gun model does not skew horizontally.
Casualties on board a vehicle are not displayed poking through the vehicle's sides.
Flames are correctly placed on post-explosion vehicle IEDs.
Raised the minimum animation threshold for soldiers so there are no more "scarecrows" even if if
the scenario is very large.

Corrected a bug where a missile icon would appear in a vehicle's special equipment list for a
moment before being fired.
ARTILLERY AND AIR SUPPORT
Aerial rockets are used less frequently versus building targets.
Artillery and air strikes targeting a building that collapses will cancel automatically.
The small red/yellow/green icon shown on each unit in the Support Roster window that shows the
quality of the connection to the spotting unit, displays properly.
The provisional delivery time initially displayed for an artillery mission while you are in the
process of creating it, is now based on a standard mission, not an emergency one.
TERRAIN OBJECTIVES
On the end-game screen, the status of a terrain objective worth zero points is displayed
(previously it was skipped).
The presence of "stealthy" troops does not block the enemy from receiving points for terrain
objectives.
SPOTTING & LINE OF SIGHT (LOS)
LOS through two or more floors within the same building is blocked.
It is slightly easier to see over low walls from a kneeling position.
Trees block LOS more, especially tree types A and E.
Corrected a problem where some evening overcast situations would be treated as "too dark" for
spotting.
More dust is kicked up when a wall is breached.
TAC AI
TacAI regards .50cal MG as a greater threat to light armor like the BMP than previously.
TacAI slightly increases affinity for using HEAT and thermobaric rounds versus infantry in
buildings, and slightly decreases affinity for using HEAT versus infantry not in buildings.
VEHICLE DEFENSIVE AI
Vehicles will not retreat in response to threats they have been ordered to fire upon, or whom they
are spotting for artillery or air strikes.
Reacts to grenade attacks.
Less likely to pop additional smoke if there is already smoke in the direction the vehicle wants.
Will not engage when the vehicle is embarking/disembarking passengers, nor will it be triggered
by nonpenetrating hits received when the vehicle is moving.
Retreat distances are slightly shorter.
DATA
BTR-60 has improved turn radius.
BMP-2 30mm cannon holds 500 rounds.
M1127 RV Stryker, M1131 FSV Stryker, M7A3 BFIST Bradley, and M707 Humvee have a laser
designator that improves efficiency for on-board artillery/air-strike spotting teams.
PG-7V rocket diameter is corrected to 85mm.
PG-7VR explosive content is reduced.
ATI COMPATIBILITY MODE
Fixed a problem where you could "find" hidden enemies by pointing the mouse at them.
Improved mouse-cursor precision near vehicles.
Clicks on waypoints inside buildings register better.

MISC
Internet games require less data transfer which should correct various problems with large
scenarios (this also shrinks PBEM files).
PBEM files are checked in advance for data integrity and the user is warned if the file appears
damaged (this only works with PBEM files created with v1.08 or later).
Quick Battle computer-player does a better job setting up its units, especially putting them into
buildings.
Fixed a few crash bugs.
"Adequate" supply level is sufficient to give a vehicle a full ammo load for its own weapons.
Fixed a "falling off the roof/balcony" bug.
A saved quick-battle shows correct information on the load-game screen.
Adjusted dawn and dusk start times for quick battles.
Corrected a bug where a soldier might start playback holding the wrong weapon if he switched
weapons during the action.
Scream sounds from casualties are quieter at a distance.
Fixed some pathfinding problems that resulted from scenarios with walls "covering" building
doors.
When a crew re-mounts a vehicle, their target orders are cleared, including orders to pop smoke.
Fixed the unlimited vehicle smoke bug in turn-based games.
Troops don't say "enemy spotted" when spotting destroyed enemies.
Camera tab-lock (padlock) on an enemy unit is now lost when the unit is no longer spotted.
CMSF v1.07 PATCH FEATURES
PATHFINDING / NAVIGATION
Corrected some pathfinding problems that caused units to "go the long way around", especially in
areas with tall walls.
Corrected some "stuck soldier" issues.
Corrected some issues related to Assault moves, both during and afterward.
Improved vehicle navigation in dense urban areas (note that vehicles may not enter extremely
narrow alleyways between buildings).
Blown-out ground-floor walls set in the scenario editor are correctly navigable in game.
TURN-BASED REPLAY
Fixed a crash bug.
Soldiers and vehicles move/animate more smoothly.
Soldiers are shown carrying the correct weapon after switching weapons.
Team ammo displays correctly.
Smoke columns/clouds are shown immediately upon loading a saved game, and correctly retain
their shapes from one turn to the next.
COMBAT
Fixed a bug where it was more accurate to area-fire in front of a building than to shoot directly at
its occupants.
Squads/Teams are additionally suppressed when suffering casualties (on top of the morale hit).
ATGMs are more likely to fire on tanks even when they are unlikely to cause damage.
Troops are more likely to fire on targets inside a Target Arc even when unlikely to cause damage.
RPG-29 is more willing to do "area fire".
TOW missile failure rate is reduced.
Tanks hit by depleted-uranium APFSDS (such as from Abrams tanks) explode slightly less often.
Trees receive more damage from direct-hit explosions.

QUICK BATTLES
32 new Quick Battle maps added for a greater variety of combat settings.
In Quick Battles played by email, units are initially placed in setup zones correctly.
COMPUTER PLAYER
Corrected a problem in the campaign game where computer units were not placed in ideal
positions in the setup phase.
After computer-player units move, they are smarter about choosing the direction they face.
Computer-player vehicle crews whose vehicles have been knocked out are less aggressive in
moving on the attack.
FIRE SUPPORT
Shortened delivery times for Syrian rocket artillery.
The estimated delivery time in the Fire Support Mission Request display initially shows the best
possible time (usually what you'd get with an "emergency" mission). If a mission type other than
"emergency" is selected, the estimated delivery usually increases to reflect the time needed to fire
and adjust spotting rounds.
Corrected a case where fire support targeted directly at an enemy unit would not initially show a
colored targeting line.
MISCELLANEOUS
Dynamically changing light conditions at dawn and sunset are displayed correctly in all weather
types.
The floating icon for friendly Humvees and UAZ-469s shows the silhouette of the infantry team
driving them rather than a vehicle silhouette (so you don't lose track of, say, a Forward Observer
team).
Corrected a problem where an HQ unit would sometimes not be in voice or visual command of its
nearby superior HQ.
Corrected a problem where occasionally one could spot men in/on a vehicle but not the vehicle
itself.
Objective labels are moved higher up when around a cluster of buildings so they're easier to see.
Vehicle-borne IEDs do not use AI self-protective behavior.
In setup phase, you cannot embark a unit from one setup zone onto a vehicle in a different setup
zone.
In the editor, the AI Group number displayed in 3D mode shows the correct value.
Corrected various issues related to squad behavior when one or more of its component teams was
wiped out.
CMSF v1.06 FEATURES
LINE OF SIGHT (LOS) & SPOTTING
Enhanced LOS system takes into account the dynamically changing heights of soldiers in different
stances, and vehicles of varying heights and the height of their crew positions and attached
weapons.
When a squad/team of soldiers is placing a target command, the line to the target is light blue if
the LOS is clear, part dark blue and part magenta if it's blocked, and gray if it's mostly clear but not
for every soldier in the squad/team.
Trees block LOS more strongly.
Moving vehicles are easier to spot than previously, especially when kicking up large dust clouds.

Moving units are less likely to move quickly past an enemy and not notice him.
It's no longer as easy to spot enemy soldiers just because they are standing up (all else being
equal).
Not all the soldiers in an enemy squad/team will necessarily be spotted when some are spotted,
even when there is a clear LOS.
Spotting in extreme-dark moonless night conditions is handled correctly.
INTERFACE
Command Menu: select a unit and press the SPACE BAR and a popup menu of available
commands appears. It's similar to the old CM1 command interface. The menu can be dismissed
with another press of the space bar or a mouse click anywhere outside the menu.
Artillery and air support missions may be targeted without LOS in the setup phase.
Heavy team weapons display their minimum and maximum ranges in the panel with the name,
caliber, etc.
When an enemy unit is selected, the icons of friendly units that do not currently spot that enemy
are darkened. This way it's easy to tell which of your units spots a given enemy.
Autocannon on the Bradley and BMP-2 are used in "Target Light" commands. This is useful if you
want to be certain the vehicle will not use missiles.
You can give a Hide command to a moving unit without first having to click its final waypoint (the
hiding begins when the unit reaches the final waypoint).
RPG rockets with high-explosive warheads have a new "equipment icon" to differentiate them
from the anti-tank types.
"?" Spot Contact Markers are shown above buildings, not inside them.
Control-click to "jump" the camera also works in Air/Artillery Support mode.
Vehicle ammo counts update properly in turn-based playback.
When placing waypoints for a vehicle and you point the mouse too close to another vehicle, the
correct "prohibited" cursor is displayed.
Artillery/air spotters do not show target lines for completed missions.
Group select works correctly when floating icons are switched off.
GRAPHICS
Roofs and upper floors of occupied buildings are transparent.
Buildings become transparent when occupied by spotted enemy soldiers too.
Soldier and vehicle movement animation in turn-based playback is smoother.
Moon and stars are hidden on nights with thick haze.
Stryker IR-blocking smoke is colored brown (it was this way in the game originally).
The 40mm grenade launcher shows a tiny puff of smoke when firing.
RPG rocket fins don't visually protrude through the launch tube.
Dead soldiers don't float above craters blown out below them.
VEHICLE BEHAVIOR
Vehicles have new defensive AI that automatically pops smoke, rotates to face threats, and retreats
away from threats.
"Direct & Exact" vehicle pathfinding when no obstacles are nearby.
Vehicle movement paths that involve switching to or from reverse movement are smoother .
TacAI estimates armor penetration probabilities better, improving its selection of ammunition
type.

Vehicle gunners who are also the loaders, are smarter about when to break off a long reloading
action (e.g. reloading a missile tube) to take a shot at an enemy unit if another loaded weapon is
available (like on the BRDM-2 ATGM vehicle).
Tanks are more willing to use main guns versus infantry, especially when given target orders by
the player, and also at walls (not just use their MGs).
The "crew" of vehicles that do not have dedicated crews can acquire any onboard ammunition
intended for passengers.
Vehicles are more likely to fire on the move.
SOLDIER BEHAVIOR
Marksmen/snipers have significantly improved accuracy but much lower ROF (except at very
close range where they behave more like standard riflemen). They also engage at longer ranges.
Hiding soldiers are more likely to open fire at appropriately serious targets on their own.
Soldiers are quicker to follow facing orders, if any, at their final waypoint.
Soldiers are better at shifting positions (very short distances only) to get a clear LOF to a target, or
to make better use of cover after a Facing command.
Soldiers attempt to hug ridgelines for cover.
Soldiers do a better job positioning themselves behind trees for cover.
Squad/Team members are less likely to become or remain separated after movement.
A unit that is moving, and has no explicit combat orders, and has a "hide" order at its destination,
is less likely to open fire at intermediate waypoints.
When splitting off an antitank team from a squad, the antitank specialist is more likely to join it,
even if he's not currently armed with an antitank weapon.
Marksman specialists are less likely to join assault or antitank teams.
In a squad, teams B and C will not "spread out" into buildings.
Soldiers are not reluctant to fire into trenches at short range.
Once a soldier goes prone for any reason, he's more likely to stay prone for at least a little while
even if no one is shooting at him.
Infantry "evade" does not attempt to move to locations that are nearby but blocked by obstacles
like high walls.
Soldiers acting as "medics" will stop and take cover if there is significant incoming fire.
Soldiers won't exit vehicles onto unsuitable terrain.
SIMULATION
Small arms accuracy and volume of fire are slightly reduced at medium and long ranges.
Slightly increased concealment for foxholes, craters, ditches, trenches, trees.
Slightly increased cover/protection provided by buildings.
Effect radius of shrapnel from explosions is increased - you'll notice this especially with grenades.
Exception: shaped-charge weapons (e.g. RPGs) have a reduced shrapnel effect radius.
IEDs time their explosions better so the target is closer and more likely to be damaged.
Smoke deployed by Abrams tanks and Bradley IFVs deploys "instantly" (like the Stryker smoke
already does).
Explosions near, but not touching, buildings do slightly less damage to the buildings.
Airburst artillery explodes correctly above buildings.
Improved calculations for the impact location and direction of projectile ricochets off buildings.
DATA
Bradley, Abrams, and Stryker are less likely to explode when hit internally.
T-72 TURMS has upgraded commander's optical/night-vision equipment.

BMP-1 and BMP-2 are better able to spot enemies.


AT-3 missile minimum range is 500m.
Syrian armored personnel carriers carry extra small arms ammunition for their infantry squads.
Stryker armor reduced - the main difference you'll notice is that 30mm rounds from the BMP-2
will usually penetrate.
MISC FEATURES
Hold down the 'V' key at game startup and the intro video will no longer play when the game
loads. This setting will be saved in the preferences file. On subsequent startups you can press 'V'
again to bring the video back.
The "display size.txt" file in the CMSF directory now uses a third number to state the desired
monitor refresh rate. Optionally use this file if you wish to manually select a resolution and refresh
rate for CMSF. Exercise caution and only use a resolution and refresh rate supported by your
monitor as damage to your monitor or display adapater could occur, especially if you use too high a
setting. The format for this file is Horizontal Resolution (in pixels), Vertical Resolution (in pixels)
and Refresh Rate (in Hertz). (For example, if you wanted to run the game in 1440x900 @ 75Hz,
your "display size.txt" file would look like this: 1440 900 75) Use all 0's to allow the game to use
the current desktop resolution and refresh rate. (example: 0 0 0)
MISC BUG FIXES
Fixed several "stuck" squad and soldier issues.
Fixed the "heavy weapon left behind" bug.
Corrected a camera TAB-lock directional problem in playback mode.
Corrected a problem that caused some flavor objects to disappear in saved games.
Quick Battle troops are correctly placed in their setup zones.
Computer player does a better job setting up vehicles so they're not in unsuitable terrain.
Fixed a bug that allowed shots to be fired at targets that had disappeared from view a moment
earlier.
Corrected some problems caused by balconies being placed directly over separate buildings.
Corrected some pathfinding and LOS problems related to "internal" doors and "open" walls
between connected buildings.
No message is displayed when an objective is "touched" by enemy forces.
IEDs may not use the target command if all friendly soldiers are casualties.
Corrected a bug where an MG crewman could "fall off the roof" when the MG changes position
or facing.
Fixed a bug that allowed two vehicles to have the same movement destination and "merge
together" upon arrival.
v1.05 EXTRAS
Two new Mod Tools (RezExplode and RezPack) along with a 'how-to' doc file included in the
Mod Tools directory. These files allow modification to various game sound and graphics files
located in the data .brz files.
Two new Scenarios (Following the Euphrates and Guarding the Far Flank). Note: Scenario text
has been localized for German and English languages. All other language versions of the game will
display these scenarios in English.
Eight all new Quick Battle Maps plus Seven updated and improved original Quick Battle Maps.
Added all of the Quick Battle Maps for Spanish language version.

v1.05 NEW FEATURES:


Flashes of light appear on objects near gunfire, explosions, rocket/missile flame, and burning
vehicles at night and in low-light conditions.
When placing a Target order, the LOS line turns yellow if it's generally clear, but not perfectly so.
This means either some soldiers in the spotting unit may not have a clear LOS or some of the
target zone may not be visible.
If you point the cursor at a weapon in the "soldier display" user interface panel, the name of the
weapon is displayed and that soldier is subtly highlighted in the main 3D display.
A radio "squawk" sound plays when reinforcements arrive, when a "Touch" objective is touched,
and when internet/LAN chat messages arrive.
Artillery and air support targeting lines "highlight" to match the currently selected support unit in
the "roster" view, so you can see who is shooting where.
Added a hotkey to toggle camera shake on/off.
v1.05 IMPROVEMENTS:
Soldiers do a better job moving to the "near" side of an exterior building corner not "beyond" it.
Soldiers do a better job recovering important weapons and equipment from fallen comrades.
Soldiers do a better job regrouping when separated from team members.
Soldiers will make minor position adjustments to gain clear line of fire when possible.
Soldiers using Hunt movement react quicker to incoming fire.
Improved ammo selection logic versus armored targets whose armor has a mix of strong and
weak points.
During the process of placing waypoints, if you choose the Face command the last waypoint will
automatically be highlighted so the Face command will apply to that last waypoint, not the current
position. You are still able to manually select a waypoint and issue a Face order from there.
Heavy weapons may now Deploy their weapons on rooftops.
Marksmen, SAW and MG gunners open fire at longer ranges.
M4A1 and AK-74 series small arms have effective range increased to 500m (from 400m). M4A1
rifle with scope effective range increased to 750m (from 600m).
Troops try not to fire more than one guided missile at a time against a single enemy vehicle.
Crew and passenger survivability increased when vehicles are knocked out, especially for
Strykers, Bradleys, and M1 Abrams.
Effectiveness of slat armor versus RPGs is increased.
When acquiring (passenger) antitank weapons from a vehicle, infantry units use better logic to
give "important" antitank weapons (e.g. Javelin) to the antitank specialist, even if it means he must
swap other antitank weapons that are less important (e.g. M136/AT4) with other soldiers.
Conscript and green troops have less discipline to conserve ammunition.
It's slightly easier to spot soldiers who are firing their weapons than before.
Buildings are harder to demolish by explosions.
Accuracy of M229 Hydra-70 air-to-ground rockets (carried by US helicopters) is improved.
Squads and Teams with orders to embark-move to a vehicle that has movement orders normally
move to the spot where the vehicle has also been ordered to move, in order to meet up at the
destination. However, if the vehicle is currently under "pause" orders, the squad/team will move
directly to the vehicle's current location.
Gunners on vehicles with autoloaders (M1128 Stryker MGS and T-72 tank) are less likely to
switch over to using the MG immediately after firing the main gun.
"Unit Lock" camera angles are improved, and track a vehicle's turret more than its hull facing.

When a targeted unit disappears from line of sight, the targeting order is canceled (there is no
longer a target line to the vanished unit's actual location)
For nearby trees, the Alt-T tree hiding option does not hide the tree entirely; it just hides the
leaves.
When plotting artillery and air strikes, an invalid map click (e.g. out of LOS) is simply ignored
rather than bouncing you out of the input sequence.
You can embark troops on a vehicle by clicking the vehicle's icon (as well as the vehicle itself).
Control-clicks on buildings move the camera position just like control-clicks on terrain (this
feature is switched off inside the editor).
v1.05 BUG FIXES:
Line of sight to buildings and rooftops works correctly now.
Corrected a bug that allowed LOS/LOF to pass through the tops of tall walls.
Corrected a problem that sometimes allowed spotting of vehicles through buildings.
Corrected a "stuck soldier" animation issue (e.g. a soldier who could not move out of a trench).
Corrected issues where individual soldiers would incorrectly move away from their teams.
Improved stability for Internet/LAN games.
Corrected a problem where some members of a vehicle team would take an unrealistically long
time to bail out.
When firing antitank rockets and missiles, soldiers who are not antitank specialists receive an
accuracy or guidance penalty (exception: "secondary" launchers like the M136/AT4 and the RPG18 can be fired by anyone without penalty).
Corrected a problem where certain external doors to buildings would never be used.
Soldiers make proper use of "interior" doors and open spaces between building units instead of
moving the long way around.
"Group box selecting" works better in Elite mode.
Grenades explode correctly on building roofs.
Vehicles are not shielded by hiding behind knocked-out armored vehicles.
Smoke from a burning vehicle does not block mouse clicks to place waypoints.
Fixed a bug that caused battles in Elite mode, on maps with lots of trees, to run very slowly.
Corrected a problem in Elite mode where one could spot friendly soldiers but not the vehicle they
are riding in, causing the look of "levitating troops".
Vehicles with badly shot-up engines and/or running gear (but not quite immobilized) can still
move (at a very slow pace) up hill or in rough terrain.
Corrected a slight aiming problem versus buildings as area fire targets.
Victory points are awarded for an "Occupy" objective only if the objective is totally cleared of
enemy troops and friendly troops remain inside the objective at the end of the game.
Corrected some problems with awarding points for Destroy, Preserve, and Touch Terrain
Objectives.
Fixed a crash problem that affected artillery in internet/LAN games.
In turn-based mode replay, the 3D icon for vehicles does not prematurely show an infantry
symbol if the vehicle is destroyed in that turn.
Fixed a bug where in turn-based playback, sometimes a vehicle passenger's position would "lag"
slightly behind the moving vehicle.
Fixed various problems with 3D objects not reverting to their original states when replaying a
turn-based turn's resolution.
Soldiers animate correctly when prone and turning to the left; when exiting down a vehicle ramp;
and at the start of the play-by-email replay phase.
Corrected a problem where some squads suddenly lost Command & Control for no good reason.
Weapons acquired from a vehicle are correctly loaded (e.g. M136AT4 launcher stored on
Bradley).

Fire and smoke from a burning vehicle appear in the correct location.
In two-player games, player #2's initial camera view is placed correctly according to the scenario
design.
Fixed a problem with the choice of "mixed branch" in Quick Battles.
Javelin flight path improved for short-range shots.
Corrected an issue with the muzzle flash on the M1114-M240 vehicle.
T-72M1V tank commander buttons up to use the remote-controlled 14.5mm MG.
Haze graphics smoothly fade as the camera view moves up to higher elevations, allowing for
better player control at long distances. It also corrects an issue where high camera elevations could
not see map terrain at all under haze conditions.
Fixed an issue that was causing the in-game FSAA option not to activate FSAA if the video card's
control panel was set to "application controlled".
Intro video plays on certain video cards where it was previously not visible.

--v1.04 Patch Features- CM:SF is more multi-processor/multi-core friendly. Workarounds like "setting affinity" to singleprocessor should not be needed any longer, although your system may be different.
Improved frame rate, especially on large maps.
Improved vehicle pathfinding.
Various "stuck units" problems fixed.
Corrected a problem with shots coming through ridgelines.
Soldiers are much quicker to take up fighting stances and/or open fire when reaching a movement
destination.
When ordered to stop moving, soldiers halt immediately rather than look for best positions. This
helps them avoid unnecessary casualties.
Vehicles correctly respond to non-Movement Commands assigned to Waypoints.
Area fire versus buildings properly spreads fire versus all locations on the indicated level.
Soldiers are more likely to move through breaches blasted in building walls rather than close by
doorways.
The TacAI is generally more likely to open fire, especially with heavy grenade launchers.
Previously the TacAI tried too hard to conserve ammunition.
Troops do a better job facing in the direction implied by the end of a movement path.
Troops cannot disembark through walls.
"Target Light" works properly for infantry.
Corrected a problem where a vehicle would button up due to incoming small arms fire, but then
become overly reluctant to fire its own weapons.
Corrected a problem where troops would not exit a vehicle because some other troops onboard
were considered blocking exits even though they were not.
When units are pinned (i.e. they can shoot but will not respond to movement orders) it is shown in
the suppression meter display.
Corrected some problems where teams within a squad were not properly coordinated for
movement.
Smoke grenades don't damage vehicles.
Grenades are used properly (fixed a bug that made the range used too short).
Antitank weapons like Javelins are less likely to be used during area fire (except versus
buildings).
Improved ground textures.
Distant terrain looks smoother and less "blocky".
Trenches and roads show up better at longer distances.

Map elevations are displayed more accurately when viewed from long distances.
Brush terrain is drawn out to greater distance.
Computer player won't hold armored vehicles back so far in the rear.
Antitank specialist is more likely to be the man who picks up an antitank weapon (say, when
unloading a Javelin from a Stryker).
Moving vehicles have reduced spotting capability.
Blown-out building walls don't cause lots of ricochets as if the wall was still there.
Fixed a bug that caused problems with splitting squads multiple times in turn-based games.
Fixed a bug that sometimes caused a crash during game-save.
Corrected a problem where multi-unit selecting a shaken/panicked unit would cause the multiunit select to be canceled.
Stryker smoke is now the correct color (white).
"Game Paused" message is smaller and less obtrusive.
-- v1.03 Patch Features - LOS/LOF issues improved around areas like walls, buildings, and earthen berms.
Fixed a bug that caused orders given in the setup phase to be ignored in Play-By-Email games.
Vehicle pathfinding improved. It is important to note, however, that the slower speed commands
will yield better results in more restricted terrain.
Infantry no longer tends to wander into buildings except when specifically ordered to.
Improved terrain graphics (the degree of improvement depends on your Texture Quality option,
but note that the higher quality options run more slowly).
Better unit placement in Quick Battles.
A new "Show All Move Paths" key added to the Hotkeys Menu.
Fixes to the "stuck soldier" problem.
Fixes to the "stuck unit" problem.
By default, infantry moving "Slow" (i.e. crawling) do not stand up and run to their destinations
after halting for any reason.
"Adjust Artillery Mission" function is fixed, along with other minor artillery bugs.
Gunners are less likely to use high-explosive rather than armor-piercing ammo against armored
targets.
Improved anti-tank missile accuracy, especially with the Javelin ATGM.
Clicking on enemy soldiers that were not previous spotted are no longer shown.
Very slight downward adjustment to M1 Abrams tank front armor strength.
Javelin missile armor penetration increased modestly.
Speed of the autoloaders on the T-72 and the Stryker MGS are reduced.
Soldiers do a better job staying prone when under fire in the open.
TacAI is more likely to fire on prone infantry.
Computer player is less likely to use slow/crawling movement with its troops.
Syrian troops (except forward observers) cannot call in artillery.
Blast movement now works properly.
Fixed a bug where a soldier sometimes uses a Blue Force specialty icon in the UI when it should
be Red, or vice-versa.
Improved seated poses for certain crewmen of M1 MBT, pickup trucks, taxis.
MMGs rarely, if ever, fire single-round bursts.
Clicking on an enemy's C2 display no longer switches to its HQ unit.
Fixed "choppy" sound from vehicles when turning.

-- v1.02 Patch Features - For recent ATI video cards a new option for "ATI left-click compatibility" has been added in the
game Options Panel. Setting this option to ON (default setting is OFF) solves a crash problem
unrelated to Combat Mission. If you have an ATI video card, yet never experienced mouse click
problems with earlier versions, it is recommended that you do not use this feature because clicks are
not registered as precisely. We are in contact with ATI and hope they fix the problems with a new
driver release sometime soon.
New game "Priority Setting" option setting has been added in the game Option Panel. This option
instructs Windows to assign "normal" application priority or "high" application priority to the game
when it is run. The "normal" setting can fix lagging mouse and/or keyboard input issues for some
systems. The "high" setting is recommended if you have not experienced any input lag problems.
The "high" priority option allows Combat Mission to use more system resources and may result in
better performance.
Alt-Tab now resets the screen to the original desktop display resolution (and back again) if
different than the screen resolution setting in Combat Mission's Options Panel.
Better vehicle defensive TacAI.
Corrected a longstanding problem with sporadic inaccuracy of ATGMs. It was the result of the
dust kicked up from the missile's own launch backblast. Sometimes it obscured the gunner's vision
and (unfairly) stopping him from guiding the missile properly.
Corrected bugs in smoothness of ATGM flight path.
Infantry ATGMs reload more slowly.
Shaped-charge explosives (such as ATGMs) have a reduced radius of effect for
shrapnel/fragments.
Infantry will often seek better nearby cover on their own if they come under heavy fire.
TacAI is more likely to open fire on enemy armored vehicles.
Commands may be issued when paused in Elite mode.
Fixed a bug that sometimes caused smoke to not block LOS when it should have.
Fixed a bug that caused parts of weapons to be positioned in strange ways during the reload
animation.
Support units (e.g. artillery) in the process of receiving a cease fire command cannot be given
further orders until the cease fire occurs (this also fixes a crash bug).
F5-F8 keys are now Command Category Keys and will jump directly to the Command Panel.
- F5 Brings up the Movement Command Group
- F6 Brings up the Combat Command Group
- F7 Brings up the Special Command Group
- F8 Brings up the Admin Command Group
New customizable hotkeys with more "direct keys" added. These keys issue a specific command
no matter what command group is shown in the onscreen command panel. See further below for
more information about editing hotkeys.
Blank entries are now allowed in the hotkeys.txt file. In the past this would cause a crash when
loading a battle.
After using a "high level" menu button (e.g. Save) in the command panel, the display flips back to
command buttons.
Replaced English language Tutorial Campaign with a native French language one for the French
version of the game.

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