I got my hands on the pre-beta, and the game is MUCH faster. The sighting phase now uses more than one core, and some new stuff. I created a scenario with about 500 units in total on the map, and the sighting phase is a no issue, it really only takes about 10 seconds using everything on the quickest calculations. Not minutes, but actually seconds!
Give him a mail and see if you can get a hold of the it, and see for yourself. I'll try and play around with it a little more and see if I find any bugs.
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Major Change List:
* = Corrections
+ = Additions/Improvements
* Updated the WpnSys Data Table Editor Form - was showing double first columns, and can now set name of new system when adding.
* Fixed an intermittent c++ access error when an artillery impact detonated multiple mines without any other units nearby.
* Fixed a number of incorrect size values in the IP Data Table.
* Corrected C++ error in Composite Units Form
* Fixed access error when selecting "Specialized Engr Op" from Engineering Operations Form.
* Added a "Water Placement OK" flag to IP's; IP's and obstacles placed in prohibited terrain from previous saves are now automatically removed.
* VP's weren't being added back when player-placed objects (IP's, mines, etc.) were removed from the map.
* Limited situational auto-unloading to ground units.
* Stopped the Main Form Pop-up menu
* Fixed "Cut/Copy/Paste" pop-up menu functions from Force Selection Form; now also highlight updated units on tree.
* 'Done' button now always enabled after force selection on low Expert Levels.
* Fixed an intermittent c++ access error in the AI force auto-selection process.
* Corrected issues with New Game Checklist form:
- was showing incorrect steps completed
- was not completely resetting after closing
- was not displaying correct Personnel VP totals.
* Fixed "Div by zero" floating point error in Shoot & Scoot determination routines.
* Corrected an issue with sighting under low light conditions - was "overflowing" and acting as if in full light.
* Lowered mechanical breakdown probabilities (for movement).
* LOS wasn't being displayed in replay (at Level 6) for units that were destroyed during the turn.
* TO&E Form was resizing properly below a certain size.
+ Updated Turn Combat/Action Reporting to better preserve FOW and also show more results info.
+ Adjusted force auto-selection routines; now more heavily weighted towards combat arms over support type formations.
+ Added new options to speed up sighting (Preferences | Performance):
- "Aggregate Units of Same Type": all units of the same general type (Infantry, AFV, etc.)in a loc are considered a single 'unit' for sighting purposes (as spotter or tgt) and use avg values for unit values and equipment.
- Min Visible Target Size: A random determination is made to skip checking to the LOS to targets of this apparent size (in Min of Arc) or smaller.
- Quick LOS Blocking check: The blocking points (as %) in the spot and tgt locs are totaled, and a random determination made to see if the LOS should be skipped (60% blocked, 60% chance of being skipped).
+ Arty Missions Form now shows message while processing.
+ Mouse Wheel now zooms in/out on map. Zoom-in centers on mouse position.
+ Optimized LOS sighting routines
+ Added options to use multi-core processors/threading: Set in Preferences | Performance. Currently only used for Turn Detection Phase.
+ Updated AI to better unload units when they get into locs threatened by enemy fire.
+ Added automatic checks for visible display layers when new game loaded, or player logs in.
+ Adjusted LOS X-Section Form to be resizable.
+ Adjusted Main Form to make resizing smoother.
+ Modified hexside obstacles to be a single side (instead of N/S/E/W)
+ Updated FOW for obstacles to be more realistic.
+ Expanded set-up sequence and controls to give players more options and information on the steps and sequence.
+ Added check if primary map display layers enabled when game first shown.
+ Adjusted max possible known level for enemy personnel in IP's, based on IP blocking: 30%=Level 4 Max; 50+%: Level 3 Max.
+ Updated Engineering Operations Form to be more intuitive, and to show more information and feedback on actions.
+ Added option to remove unit FOW from combat reports in games with at least one AI player (use Arrow Control on Reporting Form). It affects ONLY the text shown; normal FOW and limitation remains in effect for all purposes.
+ Added "Suppression to S-1 Staff Officer, and also as an option for 'mouse-over' text (Preferences | Map/Colors"
+ Changed "Move Timeouts" caption on Combat Reporting Form to "AI Move Timeouts", and added a descriptive mouse-over hint.
+ Added "additional Illum" level to mouse-over text (from flares, fires, etc.)
+ Added and option to "Zoom out for Air Movement" in the combat phase instead of just doing it by default.
+ Added option to stop the auto-close countdown tfor the LOS Form during the Combat Phase/Replay (Detail Level 6)
+ Updated the Set Initial Conditions Form (when creating new games) - Nation selction now on top, and country name shown in header.
+ Improved ammo selection AI to better account for "area" effects from HE, flame, incendiary, etc.
+ Leader casualty status now shown in S-1 screen, incl from all previous turns.
+ Additonal unit symbols added.
+ FSO (arty) Staff Officer now shows a list of all IF units and allows player the option to see their existing missions & possible targeting locations.
+ Added checks for invalid weapons systems when creating/editing scenarios.
+ Updated Composite Units Editing Form to be more user-friendly & allow multi-selection.
+ Added option to remove a carrier from a Composite Unit Group after unloading passengers (if they are in the same group). This creates a separate unit for the carrier.
+ Updated Unloading Form to be easier to use and provide more information on Composite Unit Group status and on how to keep them together.
+ "Added "TRP:" to the info text string for them in the Location Information Box.