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\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f2\cgrid0 =======================================================================
\par \tab }{\b\f2\fs32\cgrid0 Armored Task Force
\par }{\b\f2\fs28\cgrid0 \tab BETA Release
\par }{\b\f2\cgrid0 \tab Version 1.02
\par }{\f2\cgrid0 \tab \'a9 }{\i\f28\cgrid0 ProSIM}{\f2\cgrid0  Company, 2003
\par =======================================================================
\par }{\b\f2\fs24\cgrid0 TABLE OF CONTENTS
\par }{\f2\cgrid0 
\par \tab I. TROUBLE SHOOTING
\par 
\par \tab II.  VERSION INFORMATION
\par 
\par \tab III. CONTACTING US
\par 
\par #######################################################################
\par }{\b\f2\fs24\cgrid0 I.  TROUBLE SHOOTING.}{\f2\cgrid0   
\par 
\par }{\b\f2\cgrid0 1.  COLOR DEPTH.}{\f2\cgrid0   Armored Task Force is designed to operate at 24-bit color or below.  Operating at higher color depths (32-bit or \'93True Color\'94) can create graphical problems ranging from no \'93Contour over Color\'94
 map to hard crashes of the game. The only way to solve these problems is to reduce the color depth of your computer.
\par 
\par At lower color depths, problems can also, rarely, occur at lower color depths (we have only seen this happen with the Savage4 S3 video chipset, which no longer is supported by upda
ted drivers and, thus is not 100% compatible with DirectX 8.1).  If these problems occur, you can deal with them by going to \'93DirectX\'94 from your control panel, selecting the \'93DirectDraw\'94 tab, and removing the check mark from \'93
Use Hardware Acceleration\'94.
\par 
\par }{\b\f2\cgrid0 2.  MULTIPLAYER LAG.}{\f2\cgrid0 
  If playing a multiplayer game with players of widely varying bandwidth (i.e. DSL and 56.6K modem together), excessive lag in slower computers may occur.  Try to make the players with the fastest connection speeds the team captains.  Th
ey should initiate the game and then players with slower connection speeds should join.
\par 
\par }{\b\f2\cgrid0 3.}{\f2\cgrid0   }{\b\f2\cgrid0 LET US KNOW ABOUT YOUR PROBLEMS!  }{\f2\cgrid0 A much more complete explanation of troubleshooting procedures is available at:
\par 
\par \tab }{\f2\ul\cf2\cgrid0 http://www.prosimco.com/atf.htm}{\f2\cgrid0 
\par 
\par #######################################################################
\par }{\b\f2\fs24\cgrid0 II. VERSION INFORMATION
\par }{\b\f2\cgrid0 
\par 1. UPGRADES IN VERSION 1.02}{\f2\cgrid0 .  This is the largest upgrade ever to the }{\b\f2\cgrid0 Armored Task Force}{\f2\cgrid0 
 game system.  In fact, it is one of the largest upgrade projects on which the ProSIM development team has ever worked.  It is a direct result of input from our great, ATF Player community.  To everyone who submitted feature requests or bug reports, THANK
 YOU.
\par 
\par This is, by no means, every change we have included in this upgrade.  But this does summarize the biggest changes.  We HATE bugs.  If we have missed one here, let us know, at the troubleshooting contact above, and we will fix it.
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 ATF Power Toolkit.}{\f2\cgrid0   It is finally here!  Users can now change any facet of the database }{\i\f2\cgrid0 or make maps}{\f2\cgrid0 .}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\b\f2\cgrid0 Make Maps.}{\f2\cgrid0   Using either USGS DEM format data (3 arc-second resolution, 1 degree X 1 degree data sets) or the }{\b\f2\cgrid0 ProSIM Company}{\f2\cgrid0 
 .XDM custom format elevation data, users can produce their own maps for ATF.  }{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\b\f2\cgrid0 Edit Maps.}{\f2\cgrid0   Users can now edit existing maps, adding or deleting terrain features.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\b\f2\cgrid0 New AI Terrain Types.}{\f2\cgrid0   In order to make map making easier for scenario makers, we have added a new \'93Blocked Terrain Map\'94 AI Terrai
n type which automates the designation of impassible terrain.  We have also automated the SBF AI Terrain identification.  This will both make map making easier }{\i\f2\cgrid0 and}{\f2\cgrid0 
 increase the realism of SBF selection using the SBF/Defense order during the game.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\b\f2\cgrid0 Database Editor.  }{\f2\cgrid0 
Users can create or change any element of the database.  This includes adding or changing vehicles, changing or adding sounds and icons, changing pK values for weapons and vehicles, or anything else you can imagine.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\b\f2\cgrid0 Import/Export pK Table.}{\f2\cgrid0   We have added a great new tool to }{\b\f2\cgrid0 ATF}{\f2\cgrid0 .  You can now export the pK\rquote 
s for the current database, or any custom database you build, to a comma separated variable (.csv) list.  You can then edit it using Microsoft Excel, or any other compatible database editor and then import it }{\i\f2\cgrid0 back into }{\b\i\f2\cgrid0 ATF}
{\f2\cgrid0 . Those of you familiar with the }{\b\f2\cgrid0 BCT Construction Set}{\f2\cgrid0  will appreciate this feature.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Options Dialog.}{\f2\cgrid0   The bug some users experienced which prevented them from opening the Options Dialog has been fixed.  Whew!}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 ATF Tutorial.}{\f2\cgrid0   Chapter 2 of the User\rquote 
s Manual has been converted to HTML and included with both the demo and release version of ATF.  It can be accessed in the demo version by clicking on the \'93Tutorial\'94 button on the opening, \'93About ATF\'94 dialog box.  In both
 the release and demo version, it can be accessed from the \'93Tutorial\'94 menu item in the \'93Help\'94 menu.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Dismounts.}{\f2\cgrid0   Dismounts are now harder to see but easier to kill with direct fire.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Aircraft.}{\f2\cgrid0   Fixed-wing and rotary-wing aircraft are now harder to kill (though fixed wing is much more survivable than rotary wing).  Be careful what you ask for\'85}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 UH-60L.}{\f2\cgrid0   We have added a Blackhawk to the }{\b\f2\cgrid0 ATF}{\f2\cgrid0  database.  It does not slingload equipment, but it will carry dismounts.  (Sorry. You\rquote 
ll have to wait for }{\b\f2\cgrid0 Air Assault Task Force}{\f2\cgrid0 ).}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Delete Nodes Hot Key.}{\f2\cgrid0   The \'93Delete\'94 key now activates the \'93Node Delete Mode\'94 when you are already in the \'93Path Planning\'94 mode.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Right-Click Order Cancel.}{\f2\cgrid0   While the functions are active, Right-Clicking on a unit or hierarchy cancels d
ismounting, mounting, deploying mines, march speed, or suppress orders.  Right-clicking no longer turns off any of these functions (they must be turned off from the menu or toolbar).}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Order Issue Cleaned Up.}{\f2\cgrid0   The issue of orders, SOP\rquote s, and actions to groups and hierarchies is now much cleaner.  Group selection will now \'93toggle\'94 all orders and SOP\rquote 
s on and off, not just those that can be given to the whole group.  Also, if you save or make a group with loose units in it, they will be ordered, even if not visible.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Lag Symptoms Reduced.  }{\f2\cgrid0 
Throughout the engine we have optimized the time update routines for all types of units and capabilities.  This will be noticeable in improved performance of indirect fire, mounting and dismounting, and emplacing units, w
hen there is excessive lag due to Enemy AI routines.  }{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 AI Lag.  }{\f2\cgrid0 
We have also done a lot of optimization of AI routines to reduce the amount of noticeable lag when many Enemy hierarchies are making decision point AI calculations at once.  This is most noticeable in the \'93Death Valley Task Force Defense\'94
 scenario, where the game had excessive lag at 2:30 time elapsed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Terrain Analysis Optimization.}{\f2\cgrid0   We have also added a \'93terrain pre-processing\'94 method which optimizes the AI terrain analysis process.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Allied Results Report.}{\f2\cgrid0   The starting and ending combat power for allied units is now displayed on the Results window after a scenario is over.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Task Organization and Formations.}{\f2\cgrid0   After time has started, adding elements or platoons to a hierarchy that is s
topped does not cause it to move, even if it is in formation.  The most visible impact of this change is that it allows players to transfer artillery from a battery without FDC\rquote s to a battery with FDC\rquote s, without moving the receiving battery.
}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Iraq 4 Allied ABF.}{\f2\cgrid0   B / 2-8 CAV now completes its Attack By Fire mission, providing you with direct fire suppression at the bridge head in Baghdad in Second Gulf War 4 (Baghdad Assault).
}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 No More Battery PGM Missions!}{\f2\cgrid0   In a step toward realism (and keepin
g us from getting our butts kicked in multiplayer) a single observer can only observe a single PGM at a time (just like real life).  A single group or hierarchy will only fire one PGM per-click, to assist the }{\i\f2\cgrid0 honest}{\f2\cgrid0 
 ATF player in not accidentally planning a battery of PGM at once.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\widctlpar\jclisttab\tx360\faauto\ls6\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Do Not Emplace Woes.  }{\f2 Stopping an artillery formation with the 
\'93Stop\'94 order now turns off \'93Do Not Emplace\'94.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Node Placement LOS.}{\f2\cgrid0   Right-clicking while placing a new node now, as the help file and manual states, causes the LOS fan to appear.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 FASCAM and PGM processing.}{\f2\cgrid0   FASCAM now takes four times longer than normal missions to compute and load.  PGM now takes twice as long as nor
mal missions to compute and load.  This increases the realism of the execution of these munition types.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Illum Planning.}{\f2\cgrid0   Unless you select a linear or open sheaf, only one illum will be planned per group or hierarchy.  This prevents the wasting of excess illum rounds.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> LOS Bug.}{\f2\cgrid0   An error in the sighting algorithm caused units to be visible as \'93unidentified\'94
 no matter how far away they were, as long as there was line-of-sight.  Fixing this both makes recon more challenging and speeds up the overall game engine, reducing lag significantly.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Direct Fire Limits.}{\f2\cgrid0 
  Direct fire weapon systems now respect their left and right limits when engaging targets.  Turrets will also obey left and right limits set in the database.  Limits are now defined in the database (and }{\b\f2\cgrid0 Scenario Builder}{\f2\cgrid0 ) as 
\'93left-negative\'94 for left of center definitions.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Indirect Fire Traverse.}{\f2\cgrid0   Indirect fire weapon systems now respect their deflection limits for left and right traverse.  Traverse limits are now defined in the database (and }{
\b\f2\cgrid0 Scenario Builder}{\f2\cgrid0 ) as \'93left-negative\'94 for left of center definitions.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Randomizer Code.}{\f2\cgrid0   The random number generation code for ATF is, well, more random now.  The most dramatic impact is that base battle plan\rquote s for scenarios will be selected
 more often.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Disable Auto-Scroll}{\f2\cgrid0 .  Auto scroll will no longer function when the application does not have input focus (you are working with another program or }{\b\f2\cgrid0 ATF}{\f2\cgrid0 
 is minimized).}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 FDC-Indirect Fire Units. }{\f2\cgrid0  Units that are }{\i\f2\cgrid0 both}{\f2\cgrid0  Indirect Fire units }{\i\f2\cgrid0 and}{\f2\cgrid0  Fi
re Direction Centers (in ATF, mortars) do not have to be in a hierarchy to fire any longer.}{\b\f2\cgrid0  
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mission Resiliency.  }{\f2\cgrid0 Missions have gotten smarter.  They cope better with the loss of leadership and do a better job of finding hierarchy centers.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Event Box Bug.}{\f2\cgrid0   Creating an event box in the }{\b\f2\cgrid0 ATF Scenario Builder}{\f2\cgrid0  either crashed the whole program or caused a drawing error.  This has been fixed.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Deleted Smoke.}{\f2\cgrid0 
  Many users observed that, when the clock was stopped, any smoke that was on the screen would be deleted and not reappear when the clock restarted.  This was a manifestation of a much more insidious clock bug which we have now eradicated.}{\b\f2\cgrid0 

\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Rotary Wing Aircraft and Artillery.  }{\f2\cgrid0 It is now possible to suppress }{\i\f2\cgrid0 or}{\f2\cgrid0 
 destroy rotary wing aircraft with artillery or mortar fire.  Enemy AI will now target these assets as well.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Cancel Mount/Dismount Time.}{\f2\cgrid0   After the clock is started, canceling mounting or dismounting takes time according to the amount of time required to open or close the personnel carrier.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Download Links}{\f2\cgrid0 .  At startup, }{\b\f2\cgrid0 ATF}{\f2\cgrid0  and }{\b\f2\cgrid0 ATF Scenario Builder}{\f2\cgrid0  now, if possible, download links to the }{\b\f2\cgrid0 ATF}{\f2\cgrid0 
 home page and the }{\b\f2\cgrid0 ATF Arena}{\f2\cgrid0  to facilitate online help and the multiplayer functions.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\widctlpar\jclisttab\tx360\faauto\ls7\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Scenario Builder Map Display.  }{\f2 Program was starting with 
\'93Color Map\'94 even when \'93Contour over Color\'94 is default.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Fix-> Making Graphic Objects.}{\f2\cgrid0   }{\f2 When making a circle or rectangle for graphics, dragging right to left made object disappear (not be created).}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Database Errors.}{\f2\cgrid0 
  The BRDM-2 ATGM now has an AT-5 launcher.  Added real-life nomenclature for BM-21 ammunition.  The M991 FAASV has had its name corrected and now actually carries artillery ammo, rather than t
ank ammo.  The lethality of air delivered missiles (the AGM-65/D, AGM-114C/L, AT-6C, AT-16) has been increased.  The SA-9 launcher now has a missile.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Mission-Issued \'93Dismount\'94 Order.}{\f2\cgrid0  When a Mission script issued a dismount order to a moving hierarchy with a formation set, the hierarchy never executed the dismount command.}
{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Placing Holes Snagged Units.}{\f2\cgrid0   Tool-tips during movement of obstacles and holes has been shut off.  Their presence caused units to be picked up occasionally when trying to
 drop holes on them.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> No Tanks and Missions.}{\f2\cgrid0 
  Scenarios where the enemy had no tanks made Missions not work properly.  This was most apparent in Second Gulf War 4 (Baghdad Assault).  This has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Elevation Algorithm Refined.}{\f2\cgrid0   The elevation model for the map has been \'93smoothed out\'94
 to linerally extrapolate (we had to look that up) between data points on the map.  The result, a more realistic LOS and movement model.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Victory Conditions Checks Optimized.}{\f2\cgrid0   }{\f2 If enemy does not have remaining number of vehicles from \'93no pen\'94
 victory condition player does not have to wait for time to elapse to win.  If all of friendly units are destroyed, the player loses, regardless of progress in victory conditions.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 NTC 1 \'93No-Pen\'94 Time.}{\f2\cgrid0   The elapsed time at which the NTC 1 (Bulldog Escarpment) scenario ends has been extended.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Online Help Links.}{\f2\cgrid0   Links to the online help at the }{\b\f2\cgrid0 ProSIM Company}{\f2\cgrid0  home page have been added to the \'93help\'94 menu.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}\faauto\ls4\adjustright\rin0\lin360\itap0 {
\b\f2 Turret Lasing.  }{\f2 Lasing a target should turn turret that direction
\par {\pntext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}\faauto\ls4\adjustright\rin0\lin360\itap0 {
\b\f2 Breach Mission.  }{\f2 Abort breach order if company has no more engineers}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\widctlpar\jclisttab\tx360\faauto\ls6\adjustright\rin0\lin360\itap0 {\b\f2 Screen Mission.}{\b\f2\cgrid0   }{\f2 Reduced default \'93enemy strength\'94
 thresholds for \'93Screen\'94 Mission.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 LOS on Hierarchy Moves.}{\f2\cgrid0   }{\f2 While moving a hierarchy by the flag or icon, right click showed the LOS from the arrow location.  }{\f2\cgrid0 
This behavior made no sense and has been removed.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 Task Organization Changes Trigger \'93Save\'94 Option.}{\f2   Dragging elements in the Hierarchy Tree now causes the \'93Save\'94 function from the \'93File\'94
 menu to become available.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 \'93I See Dead People\'94.}{\f2   Destroyed units no longer appear in the Overview Window.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 Allied Spot Reports.}{\f2   Allied units no longer appear in spot reports as \'93enemy\'94.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 Ammo Upload.}{\f2\cgrid0   Right-clicking now resets the choice of carriers for ammo upload.  Actually uploading ammo
 now deselects carriers and makes a click, so it is obvious that the action was successful.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 Scenario Builder Clock.}{\f2\cgrid0   To improve the fidelity of scenario testing in the }{\b\f2\cgrid0 Scenario Builder}{\f2\cgrid0 
, units will only ignore impassible terrain if it is breachable.  Otherwise, it will react normally.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 Fix-}{\b\f2\cgrid0 > Ghost Unit Grabbing.}{\f2\cgrid0   Clicking in the upper-left corner of the map would select units that were not there.  This has been fixed.}{\b\f2\cgrid0 

\par {\listtext\pard\plain\f3\fs20 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}{\b\f2 Fix-}{\b\f2\cgrid0 > Hot Key/Text Entry Bug.}{\f2\cgrid0   Hot Keys are now deactivated when ever text input is required (Chat Log, Server Dialogs).  In the }{\b\f2\cgrid0 
Scenario Builder}{\f2\cgrid0 , this bug was also present when inputting hierarchy names.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Disappearing Suppress Circle.}{\f2\cgrid0   The suppression circle was not drawn when the unit or hierarchy owning the circle was not visible on the screen.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Invisible Objectives.}{\f2\cgrid0 
  Large graphic circles of all types became invisible and great zoom levels.  This was most noticeable in Second Gulf War 1 (Basrah Attack) with OBJ GREMLIN disappearing at zoom.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Dead Locked Elements.}{\f2\cgrid0   When a unit that was a locked element died, its icon in the hierarchy tree was not changed to a skull.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Builder Icon Update.}{\f2\cgrid0   In the builder, if you changed the icon for a unit, vehicle, or hierarchy, it would not be updated on the screen until after zooming or unzooming.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Right-Click Menu Behaves.}{\f2\cgrid0   You can no longer access the right-click, context sensitive menu for units and hierarchies on the map while any function is active.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Iraq1 Graphics.}{\f2\cgrid0   There was a spare brigade boundaring marker floating at the bottom of the Second Gulf War 1 (Basrah Attack) scenario graphics.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> NTC 3 CRP\rquote s.}{\f2\cgrid0   The northern most CRP appeared as mech infantry, even though it consisted of tanks.  The middle CRP was \'93hanging\'94 at its support by fire position.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Enemy Multiplayer GUI.}{\f2\cgrid0   When a player joined the enemy team, his graphics were not being switched (SITTEMP becomes Maneuver Graphics) and received holes were not appearing as red.}
{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Centered Child Windows.}{\f2\cgrid0   Windows that should be centered on the main window, now center on the main window.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Hierarchy Ghost Path.}{\f2\cgrid0   When \'93show all paths\'94 is active, company and platoon paths are shown even if these hierarchies are not visible (because they are leaderless).}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> FM Log.}{\f2\cgrid0   Times in the Fire Mission Log are now accurate.  Also the output has been adjusted so that no information will be \'93hidden\'94 off of the margins of the window.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-}{\f2 > }{\b\f2 Overview Map.}{\f2   Overview map cut off the bottom of map.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> IF/DF Ammo Delete.}{\f2\cgrid0   Only we had to deal w
ith this bug, but in preparation for the release of the database editor, deleting ammo for these vehicle capabilities no longer crashes the }{\b\f2\cgrid0 Power Toolkit}{\f2\cgrid0 .}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Formation Lead.}{\f2\cgrid0   Identified and fixed several bugs related to maneuvering formations around broken terrain.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\widctlpar\jclisttab\tx360\faauto\ls6\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Terrain Height and Aircraft.}{\f2\cgrid0   }{\f2 
Terrain not checked for height when checking aircraft for landing, defilade pop-up, or altitude determination.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Position Area Move.}{\f2\cgrid0   }{\f2 Picking up and moving a hierarchy in Postion Area formation reversed its direction}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> SBF Formation Crash.}{\f2\cgrid0   If all units in an SBF/Defense formation were destroyed, the game would crash.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Typos}{\f2\cgrid0 .  We have cleaned up all of the grammar and spelling errors that have been found in the OPORD\rquote s and scenario descriptions(Hey, we\rquote 
re developers, not English teachers!)}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> AMC.}{\f2\cgrid0   The \'93At My Command\'94 toggle has been removed from the \'93Fire Order Dialog\'94.  This option will return when implemented, with }{\b\f2\cgrid0 Air Assault Task Force}{
\f2\cgrid0 .}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Formation \'93Click\'94.}{\f2\cgrid0   Selecting a standard formation from a context-sensitive menu now causes a \'93Click\'94.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fix-> Units Under Flag Deleted.}{\f2\cgrid0   If the user attempted to delete a hierarchy by clicking on its flag, and units were underneath, they would also be deleted.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Color Warning.}{\f2\cgrid0   The \'9324-bit Color Max\'94 warning has been added to the }{\b\f2\cgrid0 Scenario Builder}{\f2\cgrid0 .}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Database Editor Clean-up.}{\f2\cgrid0   Now that we have a database editor, we have fixed some issues that, before, only we had to deal with.}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f2\fs20 \hich\af2\dbch\af0\loch\f2 o\tab}}\pard \ql \fi-360\li1080\ri0\widctlpar\jclisttab\tx1080\faauto\ls7\ilvl1\adjustright\rin0\lin1080\itap0 {\f2 Add \'93Scrub Weapons\'94 for deleting weapon.
\par {\listtext\pard\plain\f2\fs20 \hich\af2\dbch\af0\loch\f2 o\tab}Add \'93Scrub IFAmmo\'94 to deleting Indirect Fire ammo.
\par {\listtext\pard\plain\f2\fs20 \hich\af2\dbch\af0\loch\f2 o\tab}Hitting \'93back\'94 from \'93Kill Odds\'94 dialog at zero index caused a fault.
\par {\listtext\pard\plain\f2\fs20 \hich\af2\dbch\af0\loch\f2 o\tab}Browse buttons in Map:Edit function do not jump to data directory to select files}{\b\f2\cgrid0 
\par {\listtext\pard\plain\f2\fs20 \hich\af2\dbch\af0\loch\f2 o\tab}}{\f2 Changing color tile file name makes contour tile file name read same
\par {\listtext\pard\plain\f2\fs20 \hich\af2\dbch\af0\loch\f2 o\tab}After changing directory as part of \'93new|export map\'94, switching from color to contour couldn\rquote t find file (program didn\rquote t switch back to data director to look for the file}{
\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 2. UPGRADES IN VERSION 1.01a
\par }{\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Passing Holes/Mines Crash.  }{\f2\cgrid0 
This rather serious bug caused the game to crash whenever one team member passed holes or mines to another.  It also, in some instances, cause a crash when the clock was started.}{\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par }{\b\f2\cgrid0 3. UPGRADES IN VERSION 1.01
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Pink Border Problem.}{\f2\cgrid0   On some NVidia-based video cards, some icons displayed pink borders at some zoom levels.  We\rquote 
ve been working on this one since Version 0.41.  We finally think we have this error corrected.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Objective Victory Condition.}{\f2\cgrid0   Winning scenarios with objectives required you t
o occupy the objective with one vehicle or team more than was specified in the Mission Objectives.  This has been fixed.}{\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par }{\b\f2\cgrid0 4. UPGRADES IN VERSION 1.00
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Scenario Builder Hard Crash.}{\f2\cgrid0   Selecting \'93Add Unit Package\'94 immediately after \'93Create All New Scenario\'94 prompts were complete caused a hard crash.  This has been fixed.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 \'93Add Package / Block Add\'94 Crash.  }{\f2\cgrid0 
Functions which added groups of hierarchies, units, obstacles, and or holes in the Scenario Builder caused a hard crash once the group was placed by left-clicking.  This has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mount Function.  }{\f2\cgrid0 The mount function, when selected from the \lquote Actions\rquote  sub-menu of a unit\rquote s context-sensitive menu, now works correctly.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Terrain Engine.  }{\f2\cgrid0 We have greatly increased the efficiency of the terrain engine when processing both visibility and movement.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Catastrophic Save Error.}{\f2\cgrid0 
  When building a scenario, switching back from a battleplan, then selecting save destroyed all of the hierarchies for a scenario.  This has been fixed.  But we found it the hard way.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Delete Unit UI.  }{\f2\cgrid0 Selecting a hierarchy while deleting units no longer initiates drag-clicking.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Group Orders.}{\f2\cgrid0   A bug that created unpredictable results when giving orders to groups of hierarchies and units has been eradicated.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Group Orders.}{\f2\cgrid0 
  An error in the scenario builder caused selection boxes around graphics objects not to be drawn when graphics objects were selected during component creation.  This has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Faction AI Edit and Delete.}{\f2\cgrid0   These functions no longer prompt you for an order name, they simply jump to the only AI Order for the selected faction.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Faction AI \lquote Cancel Suppress\rquote .}{\f2\cgrid0 
  The decision point global AI for enemy and neutral forces in single-player play no has the power to order units and hierarchies to stop suppressing an area.}{\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 5. UPGRADES IN VERSION 0.95
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Scenario Builder.}{\f2\cgrid0   We have completed the full, release version of the Armored Task Force Scenario Builder.  To start it, select \lquote Scenario Builder\rquote 
 from the Start Menu after starting Armored Task Force.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Shortcut Keys and Objective Page.}{\f2\cgrid0   When editing the Objective Name while planning missions, certain hot-keys would also activate hotkeys, this has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Hole Pickup.}{\f2\cgrid0   Holes have been made twice as easy to grab.  This applies to all zoom levels.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Colin Du Toit Path Errors.}{\f2\cgrid0   Selecting \'93Recall Detached\'94 while assigning a path no-longer creates an error.  Similarly, assigning paths to companies no longer creates \'93infinite
\'94 paths for detached platoons.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Node \'93Eating\'94/ Hung Vehicles.}{\f2\cgrid0   We have finally tracked down the coding error that caused small platoons to \'93eat up\'94
 nodes in the path as though they were being deleted.  This, coincidentally, was the same bug that caused units to be \'93left behind\'94 during platoon movement.  This bug has been mercilessly
 slain, after which we burned it on a pyre and danced around its charring\'85  You get the idea.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mission Problems.}{\f2\cgrid0   We have plugged a number of AI code holes that caused odd behavior in many of the tactical mission scripts.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 FDC Update.}{\f2\cgrid0   Under certain circumstances, units with FDC\rquote s acted as if they did not have them.  This had the result of making them \'93unselectable\'94
 for fire mission planning.  This bug has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mission Defaults.}{\f2\cgrid0   The default displacement values for \'93Company Defense\'94 and \'93Screen\'94 missions has been altered to make for a more feasible \'93out of the box\'94
 mission TACSOP.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Instructions Obscured.}{\f2\cgrid0   The instructions for the \'93Displace\'94 panes of the \'93Screen\'94 mission property sheet have been shortened so that they are not truncated in the window.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fly-Over Tips.}{\f2\cgrid0   The tool tips for platoons subordinate to companies were not working if platoons were shown, but companies were turned off.  This has been fixed.}{\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 6. UPGRADES IN VERSION 0.91
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Shortcut Keys.}{\f2\cgrid0   It\rquote s finally here.  We have introduced \'93Hot Keys\'94
 which provide highspeed access to some of the most common functions.  We have also updated the help file to highlight the toolbar and shortcut key features.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Scenario Builder Support.}{\f2\cgrid0   The game shell now provides access to start and run Armored Task Force Scenario Builder, though this component is not included in this upgrade.}{\b\f2\cgrid0 

\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Position Area Formation.  }{\f2\cgrid0 The size of this formation for all hierarchies has been reduced.  This both creates a smaller footprint for indirect fire units on the b
attlefield and facilitates use of the \'93Upload\'94 command from the \'93Actions\'94 menu for re-supply.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Delete Node Crash.  }{\f2\cgrid0 If you selected \'93Delete\'94 from the \'93Edit\'94 menu while dragging a node (before dropping it) and then clicked anywhere on the map, the game would crash.  User
\rquote s will no longer experience this bug.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Drag and Drop Hierarchy Crash.  }{\f2\cgrid0 Bug causing a crash when one unit was dropped on top of another in the Hierarchy Tree Window has been fixed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Cut Bug.}{\f2\cgrid0   Cutting the path for a unit or hierarchy now resets the select path to a null path.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 7. UPGRADES IN VERSION 0.90
\par }{\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Team vs. Team Play.  }{\f2\cgrid0 It\rquote 
s here!  Finally, we have added team vs. team play to Armored Task Force.  After you have started play with two players, other players can join either team.  They are then passed units, holes, and mines using the \'93Pass Units\'94 function from the \'93
Multiplayer\'94 menu.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fire Mission Transmission.  }{\f2\cgrid0 A bug caused fire missions to not be transmitted correctly to other players during multiplayer games.  This has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Do not Emplace.}{\f2\cgrid0   This SOP, rather than working as intended, was causing units to emplace immediately rather than not emplace at all.  This has been corrected.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Defense Crash.}{\f2\cgrid0   A company in a defense caused a crash when it met the criteria to move to an alter
nate position.  The problem in the AI Script has been resolved.  In addition, the AI engine has been patched to prevent similar errors from resulting in a hard crash.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mode of Travel Bug.}{\f2\cgrid0   When giving a hierarchy virtually any mission, if you chose \'93Move Dismounted\'94
 as the mode of travel and had dismounts remaining unmounted at the end of Phase I of the mission, they would still be detached.  This has been fixed in every mission and in AI code.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Enemy Player Environment. }{\f2\cgrid0  When you play ATF as a \'93Red\'94 player, or create setups for \'93Red\'94
 gameplay, you will not see the mission order.  Also, graphics will be switched and holes and obstacles will appear in red.  Finally, tooltips no reflect the correct color when the player is playing \'93Red\'94 forces.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Map Draw Anomalies.}{\f2\cgrid0   Corrected a rounding error which caused map to be drawn incorrectly, with missing or juxtaposed tiles, at zoom out settings.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Formation Crash.}{\f2\cgrid0   Corrected a hard crash bug which occurred when AI determined a path and obstacles were not loaded.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mission Results.}{\f2\cgrid0   If you are playing as the enemy in a Multiplayer game, the numbers of vehicles and teams in the mission results dialog is now correct.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Mission Planning.  }{\f2\cgrid0 Mouse input for hierarchy missions is now easier to understand.  As you prov
ide input, previous inputs appear in blue, which allows you to use them as references for subsequent inputs.  We have also added a direction arrow to the SBF line input graphic.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Pasting Path to Vehicles.}{\f2\cgrid0   Nothing happened when using the \'93Paste\'94 or \'93Paste In Line\'94 functions from the \'93Edit\'94
 menu while both Platoons and Companies were turned off (not visible).  The problem has now been corrected.}{\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 8. UPGRADES IN VERSION 0.86
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Help File.}{\f2\cgrid0   Armored Task Force now has an updated Help File, which is context s
ensitive and referenced to windows in the game.  For help on the currently focused window, press F1.  To get help on a specific object, click on the \'93Context Help\'94 button from the tool bar and then, with the \'93question cursor\'94
 click on any object.  To get to the contents, select \'93Index\'94 from the \'93Help\'94 menu.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Dynamic Links.  }{\f2\cgrid0 
The hyperlinks used in Armored Task Force are no longer hard coded.  This means we can easily pass updates to our net infrastructure to you, the player.  This makes us more flexible an
d allows us to continuously improve Armored Task Force multiplayer gameplay.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Saved Setups.}{\f2\cgrid0   Saved setups for multiplayer games (built in the Scenario Setup Mode) are now implemented.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Formation Woes.}{\f2\cgrid0   The game no longer hard crashes when selecting the \'93Company Y\'94 or \'93Company V\'94 formations.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Obstacle Draw Errors.}{\f2\cgrid0 
  Many players reported seeing large black or multi-colored squares over obstacles after minimizing the main window or initiation of the screen saver.  This has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Right-Click LOS Fan.}{\f2\cgrid0 
  While moving a vehicle, node, mine, or hole, right-clicking will bring up the LOS fan of the current arrow location.  This now works properly.  Also, moving hierarchies and groups also now allow this action.  When used while planning a path, right-cl
icking no longer drops an accidental node.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Viewed Echelons Saved.}{\f2\cgrid0 
  The echelon settings (View Vehicles, Platoons, or Companies) are now saved with the zoom level and remembered when map is zoomed or game is ended, just as is the case with the other view settings.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Main Map Scrolling.}{\f2\cgrid0   When auto-scroll is active, the main map no longer scrolls when the main window has focus.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Save Problems.}{\f2\cgrid0   Problems loading games saved in version 0.85 have been resolved.  Unfortunately, any games you have saved that 
could not be opened, will not work with version 0.86, either.  But new save games should not have problems.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Join Network Game.}{\f2\cgrid0   The dialog to join a network game used to auto-refresh.  This would cause the medium property window to open automatically wh
ile you were trying to select a medium.  This has been fixed.  Also, a refresh button has been added to allow you to update the sessions list.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 No Saved Multiplayer Games.}{\f2\cgrid0   The game no longer prompts whether you want to continue a saved multiplayer game.  It also now saves games at zero time in multiplayer as setups. }{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Missions Hanging Up.}{\f2\cgrid0   Some missions were stopping in mid-progress if the player had planned an objective
 or location in impassible terrain.  We have made the Mission orders a little more flexible to deal with these contingencies.  However, ridiculously impossible missions may still hang up.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Time in Results Window.}{\f2\cgrid0   For scenarios with a time limit, the dis
played time was screwed up when the Results Window was displayed after the game or when the game ended early.  This has been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Color Depth.}{\f2\cgrid0   Added a warning at the beginning of Armored Task Force which lets users whose computers are set at 32-bit or higher color know that they need to reduce their color depth.}{
\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Window Title.}{\f2\cgrid0   The title bar of the main window for the application now displays the scenario name rather than the scenario }{\i\f2\cgrid0 file}{\f2\cgrid0  name.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Multiplayer Fixes.}{\f2\cgrid0   }{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 SHOTS OUT OF NOWHERE.  Many players observed that, soon after time start, shots seemed to come from random or outrageous locations.  This problem has been corrected.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 CHAT LOG.  The Chat Log now appears beneath the toolbar without obscuring any buttons.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 SCREEN NAME.  Armored Task Force will no longer allow the player to play as \'93ATF Player\'94.  The user must designate a new screen name to continue.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 OPPONENT EXIT.  The game used to crash if your opponent left pre-maturely.  This no longer occurs.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 START/STOP CLOCK SYNCHRONIZATION.  Problems with disconnecting players de-synching the game and stop and start time crashing the game have been fixed.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 SAVE PROMPT.  You will
 no longer be prompted to save your game after a multiplayer mission.  In fact, there are no more saves of multiplayer games, as this will be unwieldy when combined with team play.}{\b\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li720\ri0\nowidctlpar\jclisttab\tx720{\*\pn \pnlvlblt\ilvl0\ls4\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls4\adjustright\rin0\lin720\itap0 {\f2\cgrid0 MISSION OBJECTIVES.  If you are playing as the enemy, mission objectives in the results dialog are now reversed to reflect your objectives.}{\b\f2\cgrid0 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 9. UPGRADES IN VERSION 0.85
\par }{\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Head-to-Head Multiplayer. }{\f2\cgrid0 We are offering this interim release to test the architecture changes we have made in preparation for team v. team play.  This do
es not represent the final multiplayer product.  Known issues include oddities in stopping the clock and not being able to surrender.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Weapon Help.}{\f2\cgrid0   Weapon help for the GAU-8/A has been fixed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Right-Click Problems.  }{\f2\cgrid0 Right clicking in the hierarchy menu and selecting Orders, SOP\rquote s, or TACSOP\rquote s caused a crash.  This has been fixed
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Vehicles.}{\f2\cgrid0   Originally, at some zoom levels, vehicles were shown by default.  To cause users to learn play with platoons and companies before manipulating vehicles, we have t
urned vehicle display off by default at all zoom levels.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Darker Graphics.}{\f2\cgrid0   We have made the graphics lines and text darker for friendly and enemy graphics.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Scout Formations.}{\f2\cgrid0   We have decreased the spacing of scout formations.  This addresses some anomalies in changing directions during paths while in formation.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Contour over Color.}{\f2\cgrid0   The \'93Contour over Color\'94 mode for the Death Valley Defense scenario is now fixed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls3\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls3\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Suppress Tooltip.}{\f2\cgrid0   The suppress function on the toolbar now displays a tool tip.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par }{\b\f2\cgrid0 10. UPGRADES IN VERSION 0.80
\par }{\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Hierarchies}{\f2\cgrid0 .  We have overlayed all of the platoons and companies that make up the higher echelons in ATF.  You can give these echelons orders, routes, SOP\rquote 
s, and Formations and Missions (see below) just as you would individual vehicles before.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Formations}{\f2\cgrid0 .  Platoons and companies can be given formations for movement.  Most are movement formatio
ns and are specific to the echelon (platoon or company) and command and control (NATO or Soviet) of the hierarchy.  There are also special formations, SBF/Defense and Position Area, which are static formations which allow your hierarchies to take advantag
e of terrain and holes around the unit.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Missions.}{\f2\cgrid0 
  Your platoons and companies can be given missions which they will complete autonomously, based on the instructions you give them.  Select the mission, input the locations and info asked for by the hierarchy, and then select \'93Execute\'94
.  The hierarchy will do the rest.  You can also change the \'93TACSOP\'94 or Tactical Standard Operating Procedure for a hierarchy, so that every time it is given a selected mission, it will, by default, execute according to its TACSOP.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Enemy AI.}{\f2\cgrid0 
  The enemy now used decision point tactics, executing missions in response to its own progress, the enemy it can observe, and its internal goals and mission, just like a real enemy! 
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par }{\b\f2\cgrid0 11.}{\f2\cgrid0  }{\b\f2\cgrid0 UPGRADES IN VERSION 0.50}{\f2\cgrid0 .  
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Help System}{\f2\cgrid0 .  Arm
ored Task Force ATR now has a complete help system, complete with contents and context-sensitive help.  To access the help file, press F1.  To access help about a specific topic, press Shift + F1 and then click on any object on the screen.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Windows NT Sound Loading.}{\f2\cgrid0 
  One of our Windows NT 4.0 play-testers observed that the sounds did not load correctly, and sound was disabled, when a scenario was loaded.  This has been fixed in version 0.50.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Vehicle Specs Typos}{\f2\cgrid0 .  The word \'93Chasis\'94 in the vehicle specs window has been replaced with \'93Chassis\'94
.  Also, the burst smoke radius for indirect fire systems was showing the value in 10\rquote s of meters, rather than in meters.  This has also been fixed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Spot Report Window}{\f2\cgrid0 .  With longer times, the spot report scroll ba
r does not allow user to scroll all the way to the end of the window.  This has been fixed.  Also, when a saved game was loaded, and sometimes during game play, spot reports from enemy units would be posted to the log.  Also, the spot report log would som
etimes lock and not receive new reports.  All of these problems have been fixed.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par }{\b\f2\cgrid0 12.}{\f2\cgrid0  }{\b\f2\cgrid0 UPGRADES IN VERSION 0.49}{\f2\cgrid0 .  
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Saved Setups}{\f2\cgrid0 .  Now, when you save a game prior to starting the clock, each time you start it, it has the possibility of starting with a dif
ferent enemy battle plan.  This allows you to test the same friendly setup against multiple enemy courses of action.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Color Coded Tool Tips}{\f2\cgrid0 .  We have improved the \'93Tool Tips\'94 which appear when the arrow is moved over friendly or identified enemy and neut
ral vehicles.  These tips are now colored to indicate whether the unit on which the arrow rests is friendly (blue), enemy (red), or allied to friendly (green).
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Group LOS Fans}{\f2\cgrid0 .  The function \'93Group LOS\'94 from the \'93View\'94 menu is now implemented.  This func
tion, while active, displays the Line-Of-Sight fan for every unit in the currently selected group.  This is a good tool when setting your units in a defense, as it allows you to 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Muzzle Flashes}{\f2\cgrid0 .  The \'93shooting\'94 animations which accompany indirect fire s
ystems when they fire are now functioning correctly.  Also, the graphics for any other special abilities mounted on the turret of a vehicle will now function correctly.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Saved Games}{\f2\cgrid0 .  Previously, saved games could not be transferred between computers.  Saved games are now compatible across any computer running the correct version of Armored Task Force.

\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Line Widths}{\f2\cgrid0 .  The majority of Alpha Testers expressed a desire to see the lines in Armored Task Force (depicting paths, range arcs, and other informatio
n) decreased in width.  We have done this by narrowing the lines, while still maintaining the sense of depth which we captured in the original lines.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Spot Report Log}{\f2\cgrid0 .  The Spot Report Log will automatically display a horizontal scroll bar if the contents become wider than the viewable area of the window.  Also, the toolbar button and 
\'93View\'94 menu entry,  \'93Spot Report Log\'94, will be checked while the Spot Report Log is displayed.  Finally, unidentified units detected are now identified as \'93unknown vehicle or team\'94 instead of as \'93unknown enemy vehicle\'94.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Icon Size Slider}{\f2\cgrid0 .  When dragging the \'93icon size\'94
 slider in the View Options Dialog, the text indicator of icon size percentage now updates automatically, during the dragging operation.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 13.}{\f2\cgrid0  }{\b\f2\cgrid0 UPGRADES IN VERSION 0.48}{\f2\cgrid0 .  
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Vehicle Specs}{\f2\cgrid0 .  We have added the a whole suite of Dynamic HTML Vehicle Specification Sheets.  These are different based on the loaded database.  They are accessible either from \'93
Vehicle Specs\'94 on the \'93Help\'94 menu, or by right-clicking on a unit and selecting \'93Vehicle Specs\'94.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 HTML Results Dialog}{\f2\cgrid0 
.  Mission results are now displayed in an HTML format.  This is both more attractive and easier to read and no longer requires horizontal scrolling of the window.  You can also browse Vehicle Specs from this window.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\b\f2\cgrid0 
\par 14.}{\f2\cgrid0  }{\b\f2\cgrid0 UPGRADES IN VERSION 0.42}{\f2\cgrid0 .  
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Spot Reports and Spot Report Log}{\f2\cgrid0 .  We have added a log of reports from your units on the battlefield.  Click on the \'93Go\'94
 button on the toolbar to jump to the latest spot report.  Select \'93Spot Report Log\'94 from the \'93View\'94 menu to see a log of spot recent spot reports.  Double-clicking on a spot report from the log will jump to the location of the report.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Toolbar additions}{\f2\cgrid0 .  The \'93LOS Fan\'94, \'93Last Spot Report\'94, and \'93Spot Report Log\'94 functions from the \'93View\'94 menu have been added to the tool bar.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Hide on Contact vs. Engage on Contact}{\f2\cgrid0 .  \'93Hide on Contact\'94 and \'93Engage on Contact\'94 SOP\rquote s are now mutually exclusive.  Turning on one, turns off the other.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 View Properties Changes}{\f2\cgrid0 .  Clicking on the slider erased all changes previously made.  This has been fixed.  Also, The \'93Set Current as Default View\'94
 button has been removed.  It had no function, since the default view is the view at which you last closed the game.  Language on the \'93Set Default\'94 buttons was changed to make the clearer.  The Tab Order on the dialog 
has also been fixed.  Finally, not all view properties were saving properly at closer zoom levels.  This, too has been addressed.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Hide on Contact}{\f2\cgrid0 .  \'93Hide on Contact\'94 no longer, erroneously, reads \'93Engage on Contact\'94 in the unit status window.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Pink Borders Return}{\f2\cgrid0 .  A feint pink border was still visible around the M1A2 turret.  We have corrected this problem.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Artillery Range Circles}{\f2\cgrid0 .  A feint pink border was still visible around the M1A2 turret.  We have corrected this problem.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fire Mission Log Problems}{\f2\cgrid0 .  We have addressed some of the flicker issues with the FM Log.  Also, the log no longer shows fire missions for dead units.  If you double-clicked on an \'93
In the Air\'94 fire mission on the fire mission log, it would jump to the incorrect position on the map.  This has been fixed.  Finally, the fire mission log will no longer obscure the Fire Order Dialog.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Info Window}{\f2\cgrid0 .  The unit info window used to persist after exiting a mission and returning to the main menu.  This no longer occurs.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Screen Saver and Power Saver}{\f2\cgrid0 
.  In response to crashes and instability caused by the activation of the monitor power saver and the screensaver, the game now disables these features while it is running.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Indirect Fire Ammo Replenishment}{\f2\cgrid0 .  Sorry, gamers.  An error which caused your indirect fire ammunition to automatically replenish after saving and re-loading a game has been fixed.

\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Accelerator keys}{\f2\cgrid0 .  Some keys just aren\rquote t meant to be used.  Unfortunately, we hadn\rquote t disabled them.  We have now, though.  Don\rquote t worry
, though, shortcut keys are coming.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par }{\b\f2\cgrid0 15. Upgrades in Version 0.41}{\f2\cgrid0 .  The following upgrades were made in the last release of Armored Task Force.
\par 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Jump to fire missions from Fire Mission Log}{\f2\cgrid0 .  Double-clicking on a fire mission in the Fire Mission Log now 
opens the Fire Mission Planning Mode, selects the firing unit, and jumps to the location of the fire mission.  If this is a mission in the air, the unit is not selected and the Fire Mission Planning Mode is not activated, but the location is still jumped 
to.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Hull and Turret Direction Arrows}{\f2\cgrid0 
.  Hull direction arrows (which also indicate speed) and turret direction arrows are now implemented.  You can turn these on and off at different zoom levels using the \'93Options\'94 function from the \'93View\'94 menu.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Toolbar tool tips}{\f2\cgrid0 .  \'93Tool Tips\'94, the small help windows that appear when you pass over toolbar buttons, now work whether auto-scroll is on or off.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Fire Mission Planning}{\f2\cgrid0 .  Indirect Fire units will now accept fire missions while displacing, but not yet moving.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Indirect Fire Displacement}{\f2\cgrid0 .  Some users observed that indirect fire units did not displace immediately when given a move order.  This has been corrected.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Can\rquote t click on units or scroll the length of the map}{\f2\cgrid0 .  Some players observed that, when the game
 starts in zoom levels other than 1:50,000, they could not click on the map or scroll the length of the map using auto-scroll or the scroll bars.  This has been fixed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Right-click on a stack broken}{\f2\cgrid0 .  When the user right-clicked on a stack of units in zo
om levels other than 1:50,000, the stack list either appeared at an offset location, or not at all.  This has been fixed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 CD Auto-Run problems}{\f2\cgrid0 .  You can now click on multiple buttons during a single execution of the CD Autoloader.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 In the air fire missions in FM Log}{\f2\cgrid0 .  The fire mission log did not previously display fire missions which had been shot but had not impacted.  These are now displayed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Cancel after \'93Restart Mission\'94}{\f2\cgrid0 .  If the user answered \'93Cancel\'94 to the \'93Save Changes\'94 prompt after selecting \'93Restart Mission,\'94
 the mission would restart anyway.  This has been corrected.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Crashes during \'93Delete Fire Mission\'94}{\f2\cgrid0 .  We have fix
ed a bug which caused the game to crash if the user attempted to right-clcik and delete a fire mission immediately after planning it.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Info Window flash}{\f2\cgrid0 .  Unit info windows briefly flashed in the middle of the screen prior to display at the bottom left corner.  This no longer occurs.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Pink borders around icons}{\f2\cgrid0 .  Users with GeForce II MX based video cards observed pink borders around icons at icon sizes of less than 200%.  This has been fixed.
\par }\pard \ql \li0\ri0\nowidctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Graphical stability}{\f2\cgrid0 .  Enhancements have been made to the graphics engine to ensure that the engine does not \'93dump\'94
 or lose graphic elements, causing distorted or non-existent icons to be displayed.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Dead/Mounted unit info}{\f2\cgrid0 .  We have corrected a bug which caused artillery range arcs, artillery selection circles, and paths to be displayed for dead or mounted units.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Save View Properties}{\f2\cgrid0 .  Choosing \'93Exit\'94 from the file menu now saves your view settings, just as exiting the program from the \'93Close\'94 button does.
\par {\pntext\pard\plain\f3\fs20\cgrid0 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ql \fi-360\li360\ri0\nowidctlpar\jclisttab\tx360{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnsp120\pnhang{\pntxtb \'b7}}
\faauto\ls1\adjustright\rin0\lin360\itap0 {\b\f2\cgrid0 Contour view at startup}{\f2\cgrid0 .  Occasionally, when the last open view in ATF was a contour view, restarting the game did not return to that view.  This has been fixed.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\adjustright\rin0\lin0\itap0 {\f2\cgrid0 
\par #######################################################################
\par }{\b\f2\fs24\cgrid0 III.  CONTACTING US.}{\f2\cgrid0   Our home page is:
\par 
\par \tab }{\f2\ul\cf2\cgrid0 http://www.prosimco.com}{\f2\cgrid0 
\par 
\par Direct your comments or questions to
\par 
\par \tab }{\f2\ul\cf2\cgrid0 techsupport@prosimco.com}{\f2\cgrid0 
\par 
\par }}