Changes for Kursk '43 Version 2.02 Gold - New 2D Graphics Engine - New Victory screens - New Optional Rule - Extended Patrolling. when this rule is selected, Patrolling units will cancel deception effects of both partisans and deployed deception units. If not selected Patrolling only cancels the deception effects of partisans. - New Optional Rule - Amphibious Movement. When this rule is selected, Amphibious units can move through a single water hex at the cost of its full Movement Allowance. It can only enter and exit the water hex via a non-water hex. - Special Engineering vehicles expanded to allow the British AVRE's unique capabilities. AVRE's can build bridges, clear mines, and damage anti-tank ditches. - Revised Optional Rule - Recon Spotting. A recon spotting attempt may spot units at a range of current visibility plus one hex. The plus one hex has been added. - Added ability to Highlight "Patrolling Units" from the View -> Highlight menu. - Fixed an issue where destroyed full-hex ferries allow supply to flow across them. - Added Limited Objectives, which are objectives that expire after a set number of turns. When an objective expires, the side that held it at the moment it expired will gain the points and the objective will be removed from the map. When objectives are removed from the map then they can no longer change ownership; the ownership and points awarded are permanent. If an objective is a Limited Objective, then the Objectives Dialog will now display an "L" and a number. The "L" stands for "Limited" and the number listed is the turn number that the objective will expire (the objective will expire after that turn has been completed). - Added Rail Capacity Variation feature that allows the rail capacity of both sides to be adjusted on certain dates during the scenario. Any changes in rail capacity will be listed in the Command Report dialog. - Added a Replacement Rate Modifier value in the PDT, which allows the overall replacement rate of both sides to be reduced or increased depending on campaign specific considerations. After this change, standard replacement rates will now be 1/2 in general, but in Serbia '14 specifically replacement rates are very low, or non existant due to the theater. - Added a Mountain Unit flag which can be given to all types of units. Mountain Units have... *the ability to move through cliff hex sides *1/2 the normal combat modifier associated with terrain elevation differences *1/2 movement penalty associated with embankment and escarpment hex sides *1/2 the movement penalty associated with moving up terrain eleavtions *1.25 times higher VP value than normal infantry *a new map symbol - Added an "Irregular Unit" status, which can be applied to units in the Order of Battle. Irregular units are identical to Partisan Units except that irregulars do not disrupt enemy movement, and irregulars can become detached from their parent HQ if they move outside of the HQ's command radius. - Change so that disrupted partisan units will not disrupt enemy Travel Mode movement (only non-disrupted partisan units will disrupt enemy Travel Mode movement). - Change so that detached units will no longer gain replacements. - Change so that it is now possible for units to move tactically at night without becoming disrupted (70% chance of disruption per hex, rather than 100%), mainly in order to allow for night assaults, but also short emergency movements. - Change so that Siege Guns have 10x their nominal fire value when firing at bunkers, rather than having no increase. That said, Siege Guns are still less effective versus bunkers than redoubts and forts because bunkers are much smaller targets to hit. - Added the IS GLOBAL attribute to Supply Variations. When specified, the variation will affect both the on map Supply Sources and the Global Supply value. - Fixed an issue that caused the Victory Dialog to not be displayed in a PBEM game when the replay of the last turn was skipped. - Fixed an issue where horse units in Travel Mode would suffer Night Disruption when crossing a Light Bridge. - Fixed an issue where the Strength Dialog would be scrolled to the bottom of the Order of Battle when the dialog was opened. - Added a feature to allow Exit Objectives to be specified as Exit-National, which only provides Victory Points if the units exiting the map match the nationality of the Exit-National Objective. - Change so that minefield attacks against Naval Units are multiplied by 10. - Change so that the Digging-In probability in the Parameters Data can now be a decimal number. Changes for Kursk '43 Version 2.01 Gold - First Gold release - Units no longer have their movement points halved when disrupted during day. At night disrupted units are reduced to two thirds movement. - A 'Place All Reinforcements' function has been added. - New 'modern icon' toolbar. This is a permanent change for the moment. - Unit stacking on board adjusted to take into account the larger unit counters. - All new in-game sounds - Revised and slimmed down the 2D terrain slopes to show elevations. - New and revised Unit box graphics based off Panzer Battles. - New and revised terrain graphics for all ground states. A clean version without the subtle hexside and lighter centre is included under the \Map\No Hex Outline directory. These can be copied into the map directory, overwriting the originals. Copying the files from \Map\Hex Outline will restore the defaults - New and revised hex features/hex side graphics. - All Volcano Man ALT Scenarios, OOB's & PDT's included Changes for Kursk '43 2.0 - First John Tiller Software release. Changes for Kursk '43 1.08 - Added Magnified 2D view with 2x sized graphics. - Added Fanatical nations which have special assault rules when defending. - Change so that half Frozen Penalty is applied only to Urban (Village, Town, City, and Industrial) hexes. NOTE: Starting with this version, no CD-check is performed by the main program and all documentation is supported only in PDF format, available from the Help menu in each application. Changes for Kursk '43 1.07 - Change so that Disrupted units do not receive replacements and Detached units receive replacements at one-fourth (not one-half) the normal rate. - Change so that for an HQ unit, both the actual and nominal command range are displayed in the alternate hex info area (actual/nominal), the Command Range view option uses the actual Command Range, while the Maximum Range view option shows the Nominal Command Range (see the Command section of the Users Manual). - Change so that F quality units can recover from Disruption and Broken. - Added ability for engineers to abandon an engineering bridge (see Engineer Menu). - Added current date and time to Scheduled Dialog. - Change so that Saving Movement Points will save enough points for a towed artillery unit to unlimber at the end of its movement. - Added the ability for commandos to blow bridges and damage AT trenches. - Change so that Partisans and Commandos can move from one enemy ZOC to another. - Change so that Commandos are always in command and never isolated. - Change to allow Battleships to fire AA at high flying aircraft. - Added new Forced Bridge Crossing Rule which allows units to force a bridge crossing against enemy ZOC (see Users Manual under Movement). - Increased Engineer digging in bonus from 2x to 3x. - Added toolbar button for highlighting units in Travel Mode. - Added new Bunker and Mine Prob Parameter Data Values and allowing non-bridge engineer units to construct Bunkers. - Added new Night Move Disruption parameter data value which determines probability of night movement by non-rail and non-travel or non-road movement units causing Disruption. - Change so that Interdiction attacks have twice the chance of Disruption and can cause the loss of up to half the movement allowance in movement points. - Added a range 1 hard target artillery fire modifier (see Users Manual under Firing). - Added Optional Rule for delayed reporting of enemy Disruption. - Change so that towed AT gun unit which changes to Travel Mode without expending any movement points prior to that change will not trigger enemy Opportunity Fire. - Added Quality Fire Modifier Parameter Data Value which applies to quality A and B units. - (Editor) Added ability to determine units which have no on-map HQ under File Menu. - (Editor) Added Reinforcemnts to Scenario Summary file under File Menu. - Added new Submap Editor (pcsub.exe). - Updated visibility in weather file. Changes for Kursk '43 1.06 - Fixes for Vista compatiblity. - Change to Rail Movement so that units in Rail Mode do not count against the total stacking in a hex, only against other units in Rail Mode. - Added new Partisan unit type (see Users Manual in section on Movement). - Added Partisan reinforcement type which moves to adjacent hex when arrival hex is occupied. - Change to allow hexside ferries to convey Supply. - Change so that indirect fire is twice as disruptive to HQ units as normal. - Added new Quality Fatigue Modifier optional rule. - Change to allow Engineers to ferry supply one hex across a river so that units on the other side are not Isolated. - Detached units are displayed with their unit name in yellow. - Change so that indirect fire and airstrikes spotted by only Detached units are half value. - Split Air Strike Hex Limits into two values, one for each side. - Added new Patrolling feature to use against Partisans and for spotting. - Added the ability for an organization to receive Replacements in addition to the standard unit strength recovery feature (see Order of Battle editor and Users Manual under Combat Results). - Change so that the command range displayed in the alternate hex info area for an HQ unit and the command range view option use the Nominal Command Range instead of the Modified Command Range value (see the Command section of the Users Manual). - (Editor) Added the ability to define a Direct AI Order. - (Editor) Added "A" hotkey for toggling Stockpile status. - (Editor) Added the ability to highlight a single unit which allows AI orders to be given to individual units. - (Editor) Added the ability to assign AI Orders to specific Operations in Strategies (See AI Order Dialog). - (Editor) Added the ability to write a scenario summary to a text file (see File Menu). - Added new Parameter Data Editor (pcparam.exe). - Change so that bridge engineer companies have a lower probability of creating bridges than bridge engineer battalions. Changes for Kursk '43 1.05 - In File Selection Dialog, it is now possible to list new scenarios based on the length of the scenario. - Change so that Assaulting does not cost less than movement into defending hex. Changes for Kursk '43 1.04 - Change so that units with Hard Attack values of range 0 only have those attack values affect assaults under the optional Alternate Assault rule and not default assaults. - Added new Frozen Penalty rules (see Environment section of Users Manual). - Changes to AT Guns including no ZOC, ability to retreat after assault, and increased disruption against hard vehicles. - Changes to Heavy AA Guns including no ZOC and increased disruption against hard vehicles. Changes for Kursk '43 1.03 - Modification so that F5-F8 now affect PBEM replay speed. - Change so that units that suffer a minefield attack lose movement points equal to S / 3 of their allowance, where S is the strength of the minefield (1, 2, or 3). - Added ability to view wired bridges in Scenario Editor under View Menu. - Added a new Auto Move feature that automatically moves divisions in columns (See AI Orders feature in Main Program help file). - Change so that the use of AI Orders does not invoke additional AI actions. - (Editor) Added hotkey "C" for combine/breakdown command. Changes for Kursk '43 1.02 - New implementation of DirectPlay which fixes DirectX 9 problems. - Change so that HQ units cannot initiate Digging-In. - Added total Victory Points of each side to Strength Dialog. - Added a new Storm weather feature (see the Environment in the Users Manual). - Change to move logic so that bridges can be crossed in the presence of Rubble. - Added ability to define small bridges as "Wired" and added an Auto-Bridge Demolition feature using Parameter Data values. - Added new Limited Air Recon optional rule (see Main Program documentation under Optional Rules Dialog). - Added ability to add Ferries to a scenario using the Scenario Editor and for those Ferries to be used by units to cross rivers and canals (see Hexes Menu in Scenario Editor for how to create Ferries, the Command menu in Main Program for how to destroy Ferries, and the Movement section of the Users Manual for how to cross rivers and canals using Ferries). - Added new Congestion feature which affects movement through a hex for a specified side (see Movement in Users Manual). - Added ability to designate a Corps or other organization as not being able to attach to or from (see Order of Battle Editor). - Change so that Amphibious units must be in Travel Mode to cross a River or Canal. - (OB) Fix for defensive value of armored cars. - (Editor) Added ability to define a Release as "Fixing" which causes units in the specified organization to become Fixed when the Release is invoked. - (Editor) Added ability to "tie" reinforcements together so they all arrive at the same time by having all reinforcements in the group after the first have an arrival probability of 0 (see Reinforce Dialog in the Scenario Editor). - (Editor) Added ability to determine Fixed units with no Release under File Menu. - (Editor) Added ability to define a reinforcement as "Check Once Daily" which causes the arrival of the reinforcement to only be checked once a day at the same time as the original arrival date. - (Editor) Added ability to define a turn that an Active AI Order takes effect. - (Editor) Added ability to define multiple AI Orders for the same organization as long as they occur on different turns. - (Editor) Added "E" hot key for toggling Fixed status. Changes for Kursk '43 1.01 - Fix for AI stopage when using on-map results and Counterbattery Optional Rule. - Fix for message formatting problems when two PBEM players use differing on-map results settings. - Fix for on-map result message disappearing off map edge. Changes for Kursk '43 1.0 - Added a new On-Map Results feature which shows combat results on the map instead on in a dialog box. Feature can be turned on/off from the Settings Menu and defaults to on. - Modification in Digging-In probability for battalions and combined companies (see Users Manual under Movement). - Added ability in OB Editor to change Quality of organizations. - Added ability to flag a unit as a Demolition Unit (see OB Editor Manual and Users Manual under Engineers and Assaults). - Added ability to flag units as Low Reliability which increases their chance of Breakdown (see Movement in Users Manual). - Added new "Sub Scenario" feature to Scenario Editor for creating sub-scenarios using sub-maps (see Scenario Menu in Scenario Editor). - Change so that SP artillery is not subject to Setting Up provided its side Setting Up value is at least 90%. - Added Fast AI Processing option under AI Menu equivalent to F8 hot key. Change so that F8 setting automatically turns of sound effects during the AI turn. This allows the player to play their turn normally with full sound effects and still have high-speed AI turns.