Once arch enemies, the US and Russia abandon their space race and unite their forces in the face of impending alien attack. Combining to form the elite International Space Defence Force, they recruit you to help lead resistance, before total devastation is unleashed on the human race.
The solar system is at war. Take command.
Battlezone: Combat Commander remasters FPS-RTS classic Battlezone II with slick new visuals, brand new achievements, Steam Workshop support and much more!
Fight across 24 intense missions, over 6 exotic living worlds, scavenging the battlefield for crucial bio-metal used to create powerful units, towering defenses, and vital facilities.
The patch today is a large one (as you can see the notes) and thankfully it addresses some of the larger concerns you have been letting us know about.
We have improved the AI, resolved some multiplayer resync issues, and prevented multiple crashes. There's also tons of other fixes that have been made, as well as optimisations.
Thank you for the amazing feedback you've been giving us to help resolve these issues, and we have another patch with focus on the multiplayer coming in the near future!
Patch notes below:
GAMEPLAY
A pathing fix was made to prevent units from
wandering off.Hey all,
Improvements made to the mini map and
shell map (gamma-correct blending, lighting, plus terrain shadows.)
The game now hides lights and effects if
hidden or not detected in satellite view.
Fixed a "jolt" after un-deploying
deployable-turrets if collided with whilst deployed.
Fix to Satchel Charges, they now use
owner's reticle (sight) matrix and better orient the pack to the surface they
are placed on.
Arc Cannon and Satchel Pack now use
visible collision.
Fixed an issue with extractors being
offset from the intended position.
Improved the aim of multiple AI units.
Added support for allowing a file to be
renamed while open (fixes an editor crash).
Fixed an implicit simulation rate
dependency in the AI aiming code that made some units overshoot at higher
simulation rates and “headbang” violently.
Fixed the Perlin noise function that
Earthquake, Seismic Wave, and several other systems use so they produce
smoother results
Fixed broken animations for some
buildings when destroyed.
Command Center ground reticle improvement.
Fixed the reported surface height for
water overlapping collision mesh. It previously ignored the water height, so vehicles
fell beneath the surface.
Fixed Constructor target lead issue where
the target was moving when the Constructor is stationary.
Fixed a crash in HazardCells by removing
redundant CleanPathing in PostRun.
Increased the engagement range of turrets
to handle mines from a greater distance.
Made paths occupied by the enemy less
likely to be traversed by some AI.
UI
and Options
Options: remove "chrome
far" setting and cleaned up unused "animate chrome"
Options: remove maximum
lighting distance and forced terrain LOD distance
Steam usernames now display
with strange characters better. Some characters are not in the game’s font and
still can’t display.
Fixed a bug where if you
click on 'Single' followed by either 'Archive' or 'Full Brief' quickly, the
planet information will then appear on the wrong page
Sound
Broken 3D sound was fixed and
enabled as default.
Engine sound for hovercraft
was reduced to better balance the game audio.
Tweaked 3D sound curve
distance scaler.
New defaults for audio props
have been set.
3D audio no longer affecting
2D sounds.
Fixed Fire sound of EMP stream.
Missions
Made various singleplayer mission's
Dropships un-killable.
The Wormhole: Allow level to progress even if the
player Snipes and steals a ship then changes ships and lets a friendly AI pilot
take over the ship.
The Wormhole: Allow level to progress even if the
player Snipes and steals a ship then changes ships and lets a friendly AI pilot
take over the ship.
Hole in One: Made mission fail if the convoy reached
the hole.
Rumble in the Jungle: Made the mission fail if you lose your
Recycler.
Core: Set enemy turret bases to neutral
after the turret part is dead.
On Thin Ice: Made the sound of Ice
Cracking and Rhinos use 3D positions.
This is Not a Drill: Made Dropship door sound come from the
dropship.
Snow Blind: Tweaked dropship door sounds
to sync correctly.
Snow Blind: Redid quake ground shake
code, added falloff to the quake so it doesn't abruptly cutoff.
Snow Blind: Made Turrets clear dropship
on their own instead of following the player.
Snow Blind: Fixed dropship facing
direction.
We Have Hostiles: Set goal "hardware" crate's
health high enough that it can't be 1 shot killed with dual laser.
On Thin Ice: Tweaked distance for Recycler to
trigger Ice caps to reduce false positive triggers, also only made the mission
Fail if the Recycler actually falls into the water.
On Thin Ice: Fixed ISDF Recycler being added back
into a group with turret.
This is Not a Drill and A Simple S&R: Fixed incorrect uses of Defend()
command on some Enemy units. This should make them guard the things they're
supposed to.
This is Not a Drill: Made Shabayev go a little further past
the falling cliff so it doesn't fall on her.
This is Not a Drill: Made the "Hold your fire!"
messages play sooner/properly, and added support for them to play when shooting
Red Squad at beginning of mission.
A Simple S&R: Made mission show Red Objectives when
failing.
The Dark Planet: Made Dropship takeoff.
The Wormhole: Fixed 4th scavenger not deploying on
the pool.
Localizations
Updated Translations
Added
new lose debrief text for Hole in One.
Fixed various localized text formatting
issues and missing text
Fixed incorrectly named voice audio file
names for ISDF Turret.
Resources
Tweaked distance settings in multiplayer
map skies, ensured visibilityRange wasn't too far in excess of Fog end range.
Should improve FPS on some maps.
Blending improvement in multiplayer maps
for map edges.
Fixed missions 1 - 4 sky, made stars not
move.
Minor terrain texture fixes on the first
6 missions.
Tweaked DM Volcanos sky visibilityrange,
reduced from 600 to 400. Should help with FPS drops when looking at entire map.
Hole in One: Made Scion convoy go around the
hole/light emitter near their base, not through it.
DM Figure 8: Brightened ambient lighting
by 2.5x.
Get Help: Brightened ambient lighting by 2x.
ST Island Warfare: Brightened
ambient lighting by 1.5x
ST High Heat: Doubled ambient lighting,
raised sun angle from 8 to 9.
DM Titan: Raised ambient lighting by
1.5x, also doubled maximum duration between lightning strikes.
Crystals: Fixed gap in water layer near player’s
base area.
Fixed
terrain texture bug in ST: Hilo.
A Traitor's Fate Smoothed crater near lava that AI units
could get stuck in.
Import updated Pluto crystal ODF assets.
Removed unused items from Editor Object
Menu.
A Simple S&R, We Have
Hostiles, Too Hot: Added blue
crystals in some areas.
Cleaned up minor terrain texture bugs on ‘This is Not a Drill’.
Added missing Pluto Crystals 5 and 6 to
Map Editor.
Rumble in the Jungle: Fixed player starting ammo and ammo
regen.
A Traitor's Fate: Fixed Lava not dealing damage.
An Unlikely Rescue: Flattened terrain in player's base area,
preventing green buildable squares triggering red due to slightly varied
height.
Crystals: Fixed floating grass near tree next to
edge of player's base area.
Core: Brightened Sky.
Editor: Removed nonexistent items from
object list.
A Traitor's Fate: Made Dropship takeoff.
Get Help: Adjusted sky to be a little
brighter to make the minimap more visible.
Hole in One: Minor texture cleanups on.
Maps
and assets
Fixed bushes clipping into
trees/rocks on all variants of Dunes map.
Updated with current Pluto
crystal props as used on Missions 2-4.
Cleaned up some nonsense in
ibtele.odf, hidden at bottom.
Updated Mire Rockslide to
fully block pathway.
Tweaked UV mapping on Core
long tunnel.
Updated ‘Core’ collapsing
tunnel collision to block vehicles.
Fixed cap holes in ‘Core’
final room.
Fixed missing Orange Dropship
emissions.
Pluto crystals adjusted to
allow AI to path better.
Fixed errors in Scion Kiln/Forge
collision mesh.
Cleaned up accidentally
included ODF lines in Scavenger ODFs.
Updated Pluto Crystals to not
force align with terrain.
Fixed inverted Normal map for
ISDF Hex glass texture.
Fixed being able to snipe
ISDF Bomber.
Fixed inconsistency in Scion
Extractor ODFs.
Fixed tiling issue in the red
planet seen in Braddock.
Multiplayer
A fix was made to prevent multiplayer
games from desyncing by keeping track of customized ODF data even when the
factory unit that created it is destroyed.
Multiplayer game list sorting
is now persistent.
Client cheat detection fixes.
Log when a client does a
reset because it broke.
We now exclude Team 0 from
scoring in multiplayer game modes so neutral props don't count as score.
MPInstant: Scrap cheat
cleaned up and is now fully independent of TPS. Meaning this now
works at the same speed it did in 1.3.terrain.
Made performance improvements
to resyncs in multiplayer.
Logging
Players who do not have a
DX11 compatible graphics card and/or a version of Windows that supports DX11
will receive a message on start.
We now treat it as an error
when no devices are found for an adapter.
Crash logs are now written on
almost all crashes.
File IO errors will now
include the error code Windows returned for the issue.
Logging optimisations
LUA
Lua: update to 5.2.4
LuaMission: disable Lua io
and os libraries
LuaMission: Fixed
HoppedOutOf() not returning a value.
Fixed PreOrdnanceHit not
triggering on terrain owning objects.
Added InitialPitch and InitialYaw to new
QuakeBlastClass of explosion.
Terrain: reimplement SetActiveLayers -
use an "active layers" shader constant - remove unused map cluster
alpha mask. This is a fix for Texture
Layers "hide other layers" feature in the map editor.
Terrain: fix GetIntersection for mixed
heightfield and collision mesh. This
fixed some Map Editor mouse cursor inconsistencies when moving over objects
with Terrain painting tools.
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