. .. ...Most Proudly Presents... .. .

COMBAT MISSION: BEYOND OVERLORD v1.01 (c) Big Time Software

Supplier...........: Slick Willy  │ Protection..........: CD Checks
Cracker............: Wz0ds        │ Game Type...........: RTS
Packager...........: Wz0ds        │ Game Rating.........: 8/10
Release Date.......: 20/06/00     │ # of Disks..........: 1*1.57

Requirements : DVN's ripp of Combat Mission : Beyond Overlord

Game Notes

* Play-by-email (PBEM) fixes:
* Both players MUST upgrade to v1.01.  v1.01 cannot play PBEM with the
original v1.0.  This is due to bug and security fixes which changed the
format of PBEM files.
* Barbed wire does not lose its ability to slow down infantry.
* Doing a normal save-game no longer causes the occasional skipping of
one player's orders phase.
* Units no longer occasionally target smoke toward the map corner.
* There is no longer the occasional problem of being unable to give
orders to a vehicle, seemingly for no reason.
* Reinforcements don't arrive differently upon subsequent reloads of a
PBEM file.
* Vehicles no longer sometimes switch from 'destroyed' to 'abandoned'.
* Captured vehicle crew are counted properly when one side surrenders.

* TacAI fixes:
* Less fickle with targeting changes, i.e. targeting 'stickiness'
increased slightly.
* Buttoned-up tanks are less likely to target low-visibility targets
(like hiding infantry) at longer ranges, even when the target *is*
spotted by another friendly unit.
* Less likely to fire smoke at less-important targets, especially ones
that are already pinned down or panicked.
* Paths made by TacAI no longer occasionally have visually 'floating'
waypoints.
* Judges 'cover' behind stone walls and bocage properly, not
prematurely forcing units to abandon these positions as if they're too
exposed.
* New explosion graphics (when using "high quality smoke" option)
* Units can hide during setup.
* Handicapper unit choice is more logical.  Can also go to +200%.
* Infantry "close combat" versus armored vehicles has been reworked.
* Some computer-player tweaks, including no longer moving gun-damaged
tanks into the map corner.
* Nonmoving infantry is slightly harder to spot (i.e. max range decreased
a bit).
* Pillboxes are slightly harder to spot (if in cover), and can 'hide'
(which helps save ammo).  Also, they are now far more resistant to
artillery.
* In hotseat play, uncontacted enemy vehicles' engine sounds are not
audible.
* Flamethrowers stop firing once their AREA target is burning.
* Map elevation algorithm is improved, making roads run more smoothly
up/down hill faces, not stair-stepped.
* Demo charges and grenades thrown at armored vehicles now have a visible
blast wave.
* Gun crews won't abandon their (functioning) guns until they're fully
ROUTED (rather than BROKEN) provided they have less than 50% casualties.
* Sneaking units, when fired upon in cover, are more likely to stop and
return fire rather than keep moving.
* Fanatic units are subject to panic (like normal units) when attacked by
flamethrower.
* Captured (or escaped) infantry is allowed to move at run speed,
regardless of initial weapon type.
* Smoke shells leave a small impact crater.
* Tossed demo charges vs. armored vehicles are more accurate.
* When a unit kills an enemy armored vehicle, it now (usually) plays the
appropriate voice sound effect.
* "Detailed armor hit text" is not shown to the enemy when a vehicle is
hit by a mine or artillery outside of enemy observation.
* Sound contacts are no longer indicated (to the enemy) as knocked out or
destroyed even if they actually are. And if destroyed, they are not shown
on the map at all.
* Armored vehicles are slightly less likely to be immobilized or receive
gun damage from nearby blasts (e.g. artillery).
* You can give movement orders to bogged vehicles, which they'll execute
if they're able to un-bog.
* Split-squads' casualties are tallied correctly in the after-action
report.
* 'Target Next' order works for vehicles with machineguns but no main gun

Installation & Rip Info

Unzip/Unrar, Overwrite the files of the cm101.zip in your game directory.

General Comments

Dont you always hate it when companies release a game and the same day
they have a patch fixing shitloads of bugs already .. makes u wonder where
their fucking beta testers are at ... IF they test their products AT ALL
to begin with ... but oh well .. it gives us another release ;)

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