Estos son los cambios y solución de errores (bugs) hasta la versión Beta .1123m del 9 de Junio del 2013:
 correct LCU split name 
 fixed "group on ship" message that could crash game; part of old code could have happened at any time 
 Allow upgrade of group when “withdraw” is off 
 Added protection for sub TF on patrol that doesn't have home base (rare) 
 fixed issue with changing tf name to 25 characters wiping out tf 
 Set Objective” will allow some prepare points to remain based on unit experience 
 Corrected error from 'f' 
 Treat planes in maint as Reserves when calculating planes on ship if group is at maximum size 
 Allow ship-base groups to draw up to 3 planes 
 Don't clear max draw on old games 
 Added DT_ASW to aircraft weapon display (can still be used as weapon, but not shown on screen) 
 Fixed some display issues with weapon filters and missions for aircraft data 
 Fixed issue where a weapon slot having multiple filters could lose use of the weapons 
 Cancelling 'Form new TF' will return to original TF rather than close the TF screen 
 Added In port and TF filters to forming new TFs 
 Forming TF from base showed incorrect TF 
 Zero length TF names showing garbage 
 Fixed TF icon in hex wrong color 
 Fixed A/c weapons upgrade 
 Changed Only allow a/c weapon upgrade if profiling on 
 Fragments off-map did not allow LCU parent swapping sometimes 
 Restore air co-ordination chance 
 Rebuilding editor sub-units not clearing original editor parent unit 
 Allow withdrawing to pool of disabled planes if base in mainland USA or Japan 
 Split groups sometimes not counted as one for overloaded AF check 
 Removed group type of CHUTAI from small unit check for overloaded AF check 
 Added any group with maximum size of <9 as small unit for overloaded AF check 
 missed a change in "Split groups ... overloaded AF check" 
 Burma road not open if Rangoon in enemy hands 
 Para unit not moving by seaplane 
 Partial weapon load not kicking in if ops needed exceeded ship's ops level and ammo load exceeded 1000 
 Discrepancy in base AV on some lists 
 Switch to mission speed for quick move in a phase (bombardment, near destination) check change. 
 Added Set all ships to current repair mode in base Repair screen 
 Increased air hq and group leader effect on raid coordination. 
 Removed 'torpedo failed' message when no hits made by sub 
 Protect against fragments being linked to other fragments for LCUs (as in un/loading on transports) 
 ASW combat could result against 'phantom' TF even if one TF has been eliminated in an earlier round 
 Tweaked Land based flak influenced by device's 'accuracy' value 
 Tweaked Add a cargo factor for 3-day supply when showing Amphib TF for troop loading 
 Fixed Groups could fly too far if escorting transports 
 Fixed Single plane filling of group not counting previous clicks. 
 Tweaked Removed previous cargo factor (x4) but kept 3-day supply when showing Amphib TF for troop loading 
 Split LCU Upgrade from Replacement so both can be used independently 
 Allow Crippled (ESCORT) TF to auto-disband into port once it reaches its Home base 
 Auto-disbanded Escort TF with heavy damage (>50 float or >70 system) in port 3+ goes into Pierside repair 
 Non-port base trying to build a port (type = primary AF is NOT a port). Fixed some other cases where port/af type might not be correct. 
 Fixed non-base disbanding of LCUs 
 Fixed transfer name box for veteran pilots missing 
 Adjusted air filter to right justify in order stop overruns on large font 
 Suppressed build rate if device has to be built from production/resources 
 Extended the ship name on some screens to show the class type description as I was getting confused with some 
 overfilled TOE LCU can lose some devices when upgrading 
 device upgrade sometimes skipping an upgrade if another is "available" 
 Disabled devices not being carried forward for reinforcements when Japanese production is on 
 Restored original code that allowed LI,REF to produce when enemy LCU in hex 
 Partially restore original code that allowed HI to produce, but only if no enemy LCU or for port >3, no enemy TF in hex 
 Restored original downgrading of device for arriving Japanese LCU if unable to fully satisfy from pool before dropping by 75% (production on) 
 Restricted filter on Unit list for 'change all on list ..' not working 
 Don't show TF to enemy player (in case it happens) 
 Troop/supply unload at friendly 'dot' base 
 AI swapping aircraft to different nationalities 
 Pilot training HI expenditure not set in some cases 
 Strategic movement type not carried to 'set all follow/march' units 
 Missing '*' next to AA on class upgrade display 
 Show Electronics data in in-game database view 
 Disbanding VS group when not returning wasn't merged 
 Allow overdue ship groups to withdraw from ship in base hex rather than move ashore 
 New scenario LCU move direction not always correct 
 Tweak TF transfer screen for ships in TF 
 Write-off any active ships that are in enemy port base. Possible bug if ship repairing when base captured 
 CV groups should retain resize capability when moved back to ship 
 Possible overflow error when build list of ships 
 Change direction when set for direct move. Added description to March Direction on screen to help identify when direct move is set 
 Devices in TOE of less than 3 could cause subunits not to rebuild 
 TF destination (unload at) not allowing some TFs to return home 
 Direct move fix last patch broke scenario start move setup 
 Missing seaplane expenditure on repair attempts 
 Correct TF patrol issue when no destination hex 
 Bug in activating barge that could disband random TF (DCB) 
 Ability to change combat/strat mode in Load TF screen 
 Aligned unit type and suffix to match - causing some strange results being wrong 
 Low endurance ships not always using fuel for small moves 
 Some ships with system damage excluded from autobuild TFs 
 Some liquid capacity not used on xAK type ships 
 Allow carrier based groups to pick out of range city attack. Inline with port/af attack 
 Stop multiple combats where more than 500 units in a stack 
 Fixed Device repair bug 
 Changed Show on LCU screen if enemy in next hex and/or crossing river in movement 
 Changed Check for enemy in hex only when moving into hex, allow move if own base present, or moving unit stronger than enemy AV, or no enemy combat units, or friendly     combat units present - impacting how AI moves 
 Fixed Setting same destination won't clear march distance 
 Added Indicate moving unit on Location column mouse-over on army list 
 Fixed City attack not allowing 'cities' and 'ports' to be bombed. Just the first type found. 
 Made emergency mobilization forces arrive as delay 1 so get correctly setup 
 Moving units try to build non-base forts (using supply) which are zero'ed - wasted supply 
 Ignore empty convoys when checking for arrivals 
 Issue with '0' AV units continually retreating in combat 
 Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels 
 Cater for only 2 ships in TF that becomes crippled 
 Flak factor could be randomly reduced when checking TF flak numbers 
 Flak calculation incorrect for land units 
 Ship-based groups could fly with torpedo if no torpedo slot on ship 
 Enemy base damage impacting ability to use paratroops 
 Tweaked Isolated units without supply can lose more devices 
 Retain extra data from fragment when parent restored from fragment 
 Auto-base capture not kicking in if non-combat friendly unit present 
Lo puedes bajar de aquí:
http://www.matrixgames.com/forums/force ... =0;3185062
Saludos