How to install the modified engine: 1. Patch the EF2 game with the 1.02 patch. 2. Unzip new executables into EF2 directory. 3. To use the modified engine run the game using "East Front#" executable. Any existing shortcuts and menus run the original (unmodified) version of the game. INFORMATION: The patch doesn't need new EF2 installment. It is peacefully coexists with the original version in the same directory without harming each other. How to check what version of the engine you are using: 1. Run the modified game using East Front# executable. 2. Open any scenario. 3. Go into "Help" menu and open "About" box. 4. Version is described by a letter in parenthesis after the "1.02" number. The changes made to the engine: 10:40 01-04-16 - denoted by .xx * Retreat triggering change An unit can retreat if it has at least 1 AP. * A hidden movement removed from the patch There is no the hidden movement feature. * A concealment factor for all terrain types raised by 1. * A maximum AP cost of movement lowered to 64AP (was 65AP) It allows an infantry unit to do one move (64AP), one shot (35AP) and one retreat per turn. 15:44 00-10-15 - denoted by .rx * Unit can retreat if it has APs equal a half of the cost of entering new hex But the whole cost (if possible) is charged. * Retreat cost change when units are overrun. When all units in the hex are disrupted (or have 0 assault strength) and they are assaulted certain units can use the double-time movement mode (and become fatigued) if it is the only chance to escape before the assault. It lowers a capturing ratio a little. * The maximum limit for the modified concealment value (= 8) is removed. In the original game each unit has at least the 10% chance of being hidden (regardless everything, e.g. a full size platoon of enemy Tigers 1 hex from your unit). Now if the modified concealment value is 9+ the unit fails the check and becomes spotted. It prevents big vehicles disappearing close to your units in an open terrain. * Additional spotting during an assault During an assault all hidden units in the assaulted hex become spotted. Regard it as a 'recon by combat' result. 19:17 00-09-27 - denoted by (r+ * InfoBox is now refreshed more frequently 12:39 00-09-25 - denoted by (r+ * Fixes for incorrect retreat cost charging. 15:48 00-09-22 - denoted by (r+ * A fix in retreat cost evaluation when units are overrun 10:09 00-09-21 - denoted by (r+ * A retreat cost change Now the cost of retreat is equal only the cost of entering a new hex. * A retreat cost bug fixed (the bug existed in US version only) Previously an unit was charged by 50AP if it has retreated and 27AP if it has retreated in double-time movement mode. It is corrected now and the unit is charged with the cost of entering a new hex. * A retreat rule loophole work around This loophole was created by new retreat rules. Because units in a hex are always forced to retreat/captured when all units in the hex are disrupted or have 0 assault strength the loophole was created. With new rules if only one unit hadn't enough APs to retreat all units were captured. Now all units with 25 APs and less are eliminated before the check if all units can retreat. Also there are eliminated units with 0 morale point after decrementing it (forced to retreat units lose 1 morale point). In the original engine units loosed 1 morale down to 1 - they didn't loose morale, when they have only 1 point in that case. * Animation fix Now the problem with inhibited animation (units 'jumped' from hex to hex) has been corrected and units movements should be animated all the time the unit is moving (and it is visible). * It uses the newest EF2 1.02 executable, so units cannot be captured/forced to retreat/overrun in caves (they will fight to the last man). * The concealment factor for open terrain is increased by 1 (from 0 to 1) To make units easier to spot in open terrain (now the chance of being spotted in the open hex is increased by 10%). 17:25 00-09-15 - denoted by 1.02(r) * A retreat rule fix added. Hard targets retreat backwards. Now an unit pays for retreat 20AP+cost of a entering new hex. If it hasn't enough APs but has enough APs to retreat in double-time movement mode it uses it (and becomes fatigued - only for units , which can use double-time). If the unit has not enough AP to retreat it stays in place but changes facing to the closest VISIBLE enemy (opposite to the direction of retreat). If the unit can't retreat it loses 1 morale point. Units, which retreat before assault (message: "Defenders forced to retreat") pays only a cost of entering into new hex. If one of them has not enough APs all units are captured. * A bug which crashes the game when Engineers lays smoke is corrected. Engineers also undergoes a concealment check when they lays smoke (the same check used to reveal shooters). * A bug which sometimes prevented AA fire is corrected. * Now the game should center much often on the hexes "with actions". It is still not perfect and more workarounds are needed. * As a temporary solution a chance of opening OpFire is doubled now. chance = 2/(1+range) 14:07 00-09-10 - denoted by 1.02(x) * A hidden movement feature added. Each unit while moving undergoes a concealment test at each hex it is moving through. If it passes the test it becomes HIDDEN (so one can try to hide an unit by moving it into a hex with good concealment factor). If the unit fails the test it becomes visible. The previous state of the unit has no matter (unit try to hide at each hex it moves into). So now unit can appear and disappear during moving. The fatigued unit (in double-time movement mode) undergoes test twice at each hex and it becomes hidden only if it passes both tests (this is a concealment penalty for faster moving). 20:43 00-09-08 - denoted by 1.02(m) * Op Fire can't be targeted against hidden unit (and triggered if there are hidden units in a hex, where eg. an unit was fired on from). 17:33 00-09-07 - denoted by 1.02(m) * A hidden shooter addition. Instead of automatic revealing of a shooter he is checked (using the implemented concealment formula) if he is spotted after each shot. * A "lower att/def ratio higher punch" flaw fixed. * Now only vehicles uses a combat terrain modifier during assaults (and only once). * Old overrun rule for bunker assaults is restored (the same as in EF 1.01a/WF 1.05). Please send your commnents at: asdn@go2.pl