Dino biztos örült volna ennyi angol szövegnek

A kibaszás társas játék, sose feledd.
Bocs, ezeket elfelejtettem beleírni a hírbe, pedig elég fontosak:
1. Soldiers now have equipment based on the type of guy they are and what primary weapon is carried. If a guy is a radioman, he has a radio. If a guy has BAR then he has BAR ammo pouches. Etc.
2. Uniforms graphics are now capable of variation. Notice that some US infantry is wearing the older kahki colored stuff, others are wearing the olive drab stuff. 3D objects on the soldiers, such as backpack configurations, can also be varied from soldier to soldier. #1 and #2 help reduce the "Clone Soldier" problem inherent in all previous CM games.
3. The game now supports customized, purpose built buildings in order to add more flavor for lower density (especially) areas. Barns, farm houses, churches, etc. These are distinctly different from the CM:SF style "building block" type buildings, though those are also available for higher density (especially) areas. Obviously without the Middle East look
4. Although it is probably hard to see in these shots, we have a different way of shading the terrain. This makes it easier to see topographical differences.
5. You can also see the amount of detail and care taken making the vehicles. The Priest shot has shadows turned off to make the details easier to see. And no, the ammo racks don't deplete as shells are fired. The game is actually coded to do this, but we found a problem with that... Fog of War. We don't think you should be able to move your camera over the enemy's Marder III or M-10 so you can count how many rounds are left before deciding what to do Since this is a "fluff" feature we have put it aside for another day.