Patch 1.01 was released by Holistic Design to address bugs and crashes from Final Liberation 1.0. It can be downloaded here.
Patch Notes
- Includes epic.ini file that fixes unloadable games.
- Ultramarine Land Raiders can now be purchased by Imperial players.
- Fighta-Bommerz can now be purchased by any Ork clan.
- The penetration of Marauder Bombers and Fighta-Bommerz have been reduced to 50.
Bugfixes
- Pulsa Rokkit crashes occasionally when it hits a Titan within six points of death. (Note: Warhounds are always within six points of death.)
- Pulsa Rokkit may cause syncronization errors in network/modem game. (Different units die on different client machines.)
- Lifta-Droppa occasionally crashes when it hits a unit facing North West.
- Inconsistencies and syncronization errors when Opportunity Fire is taken against infantry units in network/modem game.
- Various spelling errors in the encyclopedia.
- Occasionally when turn ends in network play, one side will fail to advance or lock-up. (Happens if user double red arrows through any complete detachment in a move by detachment game.)
- Cursor did not properly advance when Kannon Speedsta's Kustom Kannon malfunctions (causing Speedsta to explode.)
- Template weapons like Flame Throwers and Artillery would opportunity fire flyers or skimmers when they were airborne and could not be hit.
- Hotseat battles would only show Victory/Defeat summary screen for whatever player last moved.
- Save locks up when saving a regiment with a detachment of Imperial Assault Troops which has lost at least one unit.
- Crash animations for Thunderhawk were not quite right.
- Lifta-Droppa leaves smoke floating in air when killing flyers.
- Airstrikes were allowed to Melee.
- Airstrikes would not become available until the second turn.
- If user called an airstrike while another strike was on board, the previous plane would not fly off as it should (Not possible in move by detachment game.)
- Missile spelt incorrectly "Missle."
- Pulsa Rokkits were not displayed long enough during "Barrages" phase. This usually caused display glitches, but in net play could occasionally cause a Pulsa to dissipate on one machine and not the other.
- Autosave kicked in during review period of LAN game.
- "Seen" video flags were not cleared if user restarted a campaign, so that certain video seens would not replay.
- Any Ork commander, regardless of clan limits, could buy any Ork Nobz unit.
- Airstrikes controlled by A.I. would occasionally fly around and waste time.
- Unit Availability table (for each region) was incorrect.
- Players were not notified if the host quit early in a network game.
- AI would not spend over about 3,000 points in Quick Battle. AI will now create the mostly Gargant regiments required to spend 8,000 points.
- Vehicles would usually not move when they routed. They usually should.
- AI would chose same forces if it controlled more than one player in a 3 or 4 player game.
- Players could select forces which could not be correctly placed in the relief force scenarios.
- Lock-ups (infinite loop) were caused when game was saved during an Air Strike and the Air Strike was shot down.
- Tutorial would lock-up (Task Exception) if you tried to start it after playing any other scenario.