Changes for Minsk '44 Version 2.03 Gold - New 2D Graphics Engine - New Victory screens - Updated Scenario Descriptions including recommended optional rules - 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. - 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 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 Minsk '44 Version 2.02 Gold - The AI will assault across a bridge, if there is an objective there. This corrects previous issues with the AI not assaulting. The requirement for an objective is to prevent the AI from assaulting out of a defensive position. The AI will still conduct river crossing via engineer ferrying. Changes for Minsk '44 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. - New Minsk '44 Campaign Game by Brian Jennings. Scenario #0623_02_Minsk_CG_Alt is a completely revised campaign game including strategy options and larger forces for both sides. A broader partisan war is also included. - All Volcano Man ALT Scenarios, OOB's & PDT's included Changes for Minsk '44 2.0 - First John Tiller Software release. - 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 Minsk '44 1.03 - Added Magnified 2D view with 2x sized graphics. - 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). - 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. - Added new Submap Editor (pcsub.exe). - Added Fanatical nations which have special assault rules when defending. - (Editor) Added Reinforcemnts to Scenario Summary file under File Menu. Changes for Minsk '44 1.02 - Fixes for Vista compatiblity. - 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. - (Editor) Added ability to determine units which have no on-map HQ under File Menu. Changes for Minsk '44 1.01 - 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 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 Minsk '44 1.0 - 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. - (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).