Laser Squad Nemesis v2.12 Patch

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16:50 July 24th, 2003 - 7,998 Views
A new patch for Laser Squad Nemesis is now available for download, bringing Codo's tactical email game to v2.12. This release is described as "the biggest update to LSN since version 2.0" and includes "a new tileset, re-rendered graphics, improved interface, 2D tactical map, balancing, bug fixes, specific player created maps and much more." Thanks: Blue's. Gamer's Hell Local Download:
  • Laser Squad Nemesis v2.12 (11.9 MB)
  • NEW FEATURES AND ENHANCEMENTS Below is a list of all the new features and additions which have been added over the duration of beta testing (as well as some general info). The list doesn't include bug fixes, unit statistic changes or minor changes as these can be found in the readme file included with the release. There are some known problems with the existing version, but we thought it best to release now and patch as soon as we can. The problems are: 1. In 3D mode with full screen, the 640x480 resolution doesnt work. 2. In 2D card mode full screen is not currently working. There are many changes and bug fixes for version 2-12. Most importantly we will now require DirectX version 8 or greater. If you do not have version 8 or later installed, please download it from www.microsoft.com (windows XP users will not need to do this). Important notice for windows 95 users: Version 2-12 will not work with windows 95. If you are using windows 95 to player LSN please contact support@codotech.com and we will see what we can do for you. New features: Walls. Some walls are now only 1 tile high which allow grenadiers to fire over them. These are the military wall with crenallations and the ordinary wall with barbed wire.If you select a target beyond the wall it will try a higher trajectory to get over the wall. Other ordinary walls are much higher and grenades will just bounce off of these like they do in previous versions. Explosive terrain. Some terrain elements are now explosive such as gas cannisters. Destroying these will causes an explosion which can set off a chain reaction if there are other explosive terrain elements nearby. Windows. Some new tiles are see through but don't allow line of fire. You can see enemies through this but can't fire through. Halt on sighting will not be triggered as this is more accurately described as halt on line of fire. Some window tiles can be destroyed and the destroyed version will allow line of fire. Door Controls. Some military doors (with red markings on them) are considered locked. Activating door controls will toggle there status between locked and unlocked. To activate the controls you need to put the cursor over the door control (which should change colour to yellow to indicate the terrain can be activated) and LEFT-CLICK. This will cause a movement to the door control, offset slightly, and the door control will be activated after a short period. Force Fields - These allow line of sight but not line of fire. Lasers will bounce off the force fields, but grenades, goo and missiles will explode on impact. Force fields will be turned off if a power supply is destroyed or if the force field console connected is switched off (done in the same way as door controls). For a force field to be active two relay posts must be powered and orthogonal to each other. Each relay post must be connected to an active powercell via tubes. Architecture of config handling routines altered, UserData.cfg now contains preferences instead of general.cfg. Please make any changes normally made to general.cfg to userdata.cfg instead. NOTE: userdate.cfg is generated after first run. Line Of Fire checker - When holding right button to give a firing order a line is drawn showing the path the projectile will take if 100% accurate and what it will hit. Bounces for grenades/spitters and reflections of laser beams of force fields are shown. This is a guide rather than an indication of what will happen as inaccuracy can cause the projectile to deviate from this ideal line. Line Of Sight checking can be toggled on and off by pressing L. This shades terrain and units which are visible to the currently selected unit. This is only available for the 3D version and runs slowly so may not be useful for people with slow machines/video cards. If a movement waypoint is set that a unit can't actually reach then the waypoint is displayed in red. This is especially useful for larger units when sometimes not obvious it can't reach destination and these units would get stuck in the movement order and not carry out subsequent orders. Enemy units under the cursor now flash to make clear they would be selected as the subject of an order. 2D map view shows the map with walls and objects replaced by 2D images. Interface additions. Added Next/previous unit buttons, zoom buttons and 2D map button. Current ROE setting is shown on unit panel. Corner tiles added for wire fence. A damaged version of wired wall is added. An additional tutorial is added for rules of engagement. Changed the underlying e-mail system to be more robust Rules of engagement now act like orders and can be set at various points during a units orders. One sighting and combat reaction can be set at each waypoint the unit moves to. You can now target ground tiles on half tile positions rather than only being able to target the centre of the tile. This is useful for grenade shots and missile shots. If a unit gets caught in a force field when it is activated it will be killed If a unit gets caught in goo during a turn then if it is doing any movement orders are being performed it will exit these and allow reaction fire to take place rather than sitting and doing nothing for the rest of the turn Map designer displays terrain in groups of four. The terrain has been arranged in a more sensible way. The zoom function now has 7 levels of discreet zoom (configurable in display.cfg). When targeting terrain for destruction the strength of the terrain and the chance to destroy it if hit is displayed while the right mouse button is held down Changed underlying graphics implementation from DirectX7 to DirectX8