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Campaign Series: Vietnam v2.10.00 Public Beta Now Available
5 hours ago,
#1
News  Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Hello everyone,

Please try this new beta and let us know if it helps your game. To install this update you can download from this link HERE or by going to your Campaign Series Vietnam File Downloads in the Matrix My Page section of the website or from the game's store page.

Changes in 2.10.00 (October 21st, 2025)

Enhancements
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.
• Revised the Scenario Information dialog: now movable and uses the system font throughout.
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.
• Revised the Options – Hex Outlines pop-up menus for improved clarity.
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.
• Added a vertical scroll bar to the Unit List.
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.
• Reintroduced Options > Labels > Opaque, enabling map labels with an opaque white background. Combined with Labels > Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.
• Revised old or missing Leader<nationid>.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.

Fixes
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.

Graphics
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers
• Fixed French 2D counters that were leaking background color along the counter edges.

Scenarios
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.


https://forums.matrixgames.com/viewtopic.php?t=413491
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Campaign Series: Vietnam v2.10.00 Public Beta Now Available - by Jason Petho - 5 hours ago

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