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New Public Beta V1.07.14 for WitE

 
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New Public Beta V1.07.14 for WitE - 12/12/2013 7:05:06 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hello All,

We have a new Public Beta in the Members Club.

This public beta includes many changes, some of them experimental. Please read the change list carefully. The public beta period for this may be longer than that for most updates as we want to be sure to get as much feedback as possible before making this update official.

V1.07.14– March 17, 2014

Bug Fixes

1. Fixes a bug with the supply system which was being more restrictive than it should by requiring that HQs have to be within 25 hexes / 100 MP of their supply dump city. It now correctly requires that HQs be within 25 hexes / 100 MP of the railhead.
2. Vastly reduced the surplus supply needs reported by HQs. Prior to this fix these surplus needs could cause supply shortages for some units when the global supply stock was below 300% of real needs.

V1.07.12– December 10, 2013

    • New Features and Rule Changes


      1. New Interface - It is now possible to see chances to succeed various leader rolls (Morale, Initiative and Admin rolls for all units; Mech and Infantry rolls for non-partisan, non-construction combat and support units; Air rolls for airbases) in the Supply Details window.
      2. Interface Change - Improved accuracy and relevance of the information about last supply phase in the Supply Details window, including addition of general supply and fuel handed by HQ units to subordinate units (in parentheses next to “HQ Supply” and “HQ Fuel” percentages). Some elements of supply information are now also available for support units attached to cities and partisan units. The method of rounding values from pounds to short tons was changed to round up positive values, and to round down negative values. For example 1lbs becomes 1t (2000lbs), 2000lbs becomes 1t (2000lbs), 2001lbs becomes 2t (4000lbs), -1lbs becomes -1t (-2000lbs). The method of rounding percentages was also improved, so that for a/b when a=b the percentage will be 100%, not 99%. This change applies to all supply-related information displayed in the game.
      3. Formula Change - Improved the formula which decides whether a unit should be motorized or not. By default all armor, mechanized, motorized, SP artillery, HQ and airbase units will be motorized. Support units attached to motorized combat units will be also motorized (such units will be demotorized when attached back to HQ, unless it’s their natural state). Units containing “Motorized “ or “SP “ in their TOE suffix will be also motorized (this is for flavor, to make units like “Motorized Flak Battalion” or “LW Motorized Flak Battalion” or “LW SP Light Flak Battalion” show up as motorized). It may require advancing to the next turn for the motorized status to adjust properly. Previously, support units attached to motorized combat units had requirements like motorized units, but their motorized status was still showing up as non-motorized.
      4. Interface Change - Supply status soft factor now includes ammunition status as well, as there is no separate ammunition status soft factor.
      5. Rule Change - HQs and support units assigned to HQs may receive beachhead supply.
      6. Formula Change - Partisan units will now use ammunition when attacking rail lines.
      7. Formula Change - With the “reduced blizzard effect” option turned on, ground element disruption before combat will be halved.
      8. Rule Change - Disabled too high level attachment penalty (introduced in 1.7.11) for fort units, construction units and units that are within 4 hexes of the HQ they are attached to.
      9. Hardcoded Data Change - Made extensive review of ground element types’ traction type, support requirements, CV, default ammo type, ground class, method of production, target type and general type. Some less used types had these values set to incorrect values. Introduced 6 new ground element types: Carrier-Inf Squad, SP Rocket Launcher, SP AT Gun, CDL Tank, Recon Halftrack and Flamethrower for use by modders. Full list of changes is located in Appendix A.
      10. Rule Clarification (section 7.1.1.) - Dense terrain modifier is applied to ground element’s CV during combat (attacker and defender alike) in mountain, rough, swamp and heavy wood terrain as well as in cities with population greater than 14. Ground elements of class “infantry”, “mech infantry”, and “infantry weapons” have their CV doubled. Ground elements of class “SP Weapon”, “Armored Car”, “SP Artillery”, and “AFV” have their CV halved.
      11. Rule Clarification (section 17.1.1.) - Once 7 air drops to partisans will be made out of VVS airbases in a single logistics phase, non-VVS airbases will not be used for partisan resupply at all (for smaller number of drops there is a random test, whether to use non-VVS airbases or no).
      12. Rule Clarification (section 22.3.2.1.) - The value used in morale and experience tests is 130 in December 1941, 110 in January 1942 and 90 in February 1942, instead of 125 all the time.
      13. Detailed battle messages now show when an already damaged armored ground element is damaged for a second time and destroyed (as was shown for unarmored ground elements).
      14. Ammunition used to hit armored targets is shown in detailed battle messages. AP - regular AP ammo (Penetration), HV - HVAP ammo (HVAP Pen.), HE - regular HE ammo (Anti-Armor), HT - HEAT ammo (HEAT Pen.).
      15. Combat rolls will be always using leader’s mech skill for armor, mechanized, motorized and SP gun units (TOE type), while leader’s infantry skill will be used for all other units. Previously checks done when firing and First Winter CV reduction checks were always using leader’s infantry skill.
      16. Fixed tooltip for frozen units so it will show CV with greater precision (as for unfrozen units).
      17. Disabled additional First Winter damage at start of turn and when moving Finnish, Mountain and Ski units. Disabled First Winter morale loss after lost battle for Finnish, Mountain and Ski units.
      18. Reduced Blizzard modifiers changed. Minimum CV changes as follows: attacking in any weather from February to April from 52% to 65% (closer to the original /1.5), defending in blizzard in February from 84% to 80% (closer to the original /1.33). Defensive reserves benefit from defensive bonuses. No penalty to Axis fire effectiveness. Details in Appendix B.

    Bug Fixes

      1. Fixed a bug with some support units attached to HQ units being resupplied nearly for free. For example a support unit had 132 tons of supply added at a cost of just 1 supply dump from the HQ; also all needs below 1 ton (2000lbs) were resupplied for free.
      2. Fixed a bug with HQ units reporting their supply needs as fuel needs. When the supply stock was above 100% of supply needs, this generated negative fuel need and reduced global cost of moving supplies in vehicles and fuel.
      3. Fixed a bug with support units attached to combat units, and construction units attached to FBD/NKPS units, not reporting their needs to proper HQ unit, causing said HQ to have supply shortages when it shouldn’t.
      4. Fixed a bug with support units attached to combat units not being able to return excess fuel.
      5. Fixed a bug with support units attached to combat units to always require fuel (even when full), if another support unit created earlier, attached to the same combat unit, required fuel.
      6. Fixed a bug with support units attached to combat units to generate higher vehicle need (1/10 of their parent unit vehicles, instead of 1/10 of their own vehicles) and with support units attached to HQs to generate lower vehicle need (0 instead of 1/10 of their own vehicles).
      7. Improved fighter-bomber mission checks, of which only the “bomber” mission was stable, while “fighter” mission was overwritten, when the air group was used in escort or sweep role for the first time.
      8. Improved fighter-bomber training checks, where air groups trained as fighters were not properly marked as such by game versions older than 1.7.09.
      9. Made sure fighter-bombers on “fighter” mission are treated in the same way as fighters (allowed to bomb in the same way, allowed to escort recon planes, allowed to be selected for standard air mission), while fighter-bombers on “bomber” mission are treated as (light) level bombers (not counting as possible escorts).
      10. Made sure that all functions selecting when to set fighter-bomber air groups to “bomber” mission and training are identical.
      11. Made sure that when changing tactical bombers to fighter-bombers and fighters to fighter-bombers, training and mission type is correctly set, for both automatic and manual changes.
      12. Fixed bug with support units attached to combat units being counted twice in initial combat CV, once as part of parent unit, once as a standalone unit.
      13. Fixed bug with dense terrain modifier not being included in initial combat CV.
      14. Fixed bug with AI evacuating factories to cities not conected to the rail network (eg. Naberezhnye Chelny), possibly rendering them inoperable.
      15. Fixed bug with partisan air supply logic out of non-VVS airbases trying to count transport aircraft in partisan unit instead of an airbase.
      16. Morale growth higher than 10 points for partisan units supplied from non-VVS air bases will now be correctly disabled, as is for partisan units supplied from VVS air bases.
      17. All fighter groups (defined as fighters, fighter-bombers not on “bomber” mission, night-, jet- and float- fighters) not on bombing flight have now chance to evade flak better, where previously only fighters and fighter-bombers not on bombing flight had this chance.
      18. Included often forgot float fighter aircraft type in various fighter-related checks. Currently there is no such aircraft in the database.
      19. Included night-, jet- and float- fighters in IAP airbase needs for automatic Soviet airbase creation purposes. Currently there are no such aircraft.
      20. Fixed a bug with one flight-related loop to be going outside of flight data range.
      21. Fixed AI attachment of Soviet support units to corps units, as the game was trying to attach “Pioneer Battalion” units (no such Soviet TOE exists), instead of correct “Sapper Regiment” units.
      22. Updated AI decision process when to build various Soviet support units to account for ground element type changes since the release. This mostly affected building assault gun/tank destroyer units.
      23. Updated AI decision process what support units to build for Soviet Army HQ units, as the game was trying to build units with TOEs that no longer exist (for example “Heavy AA Regiment”) or to build units with TOEs that are designated as combat units (for example “Mortar Brigade”), which caused those ghost units to take up unit slots and perhaps affect some other parts of the game.
      24. Fixed multiple cases of starting element experience, supply, motorized, and guards status being not set or being improperly set, when a unit was created, depending on which method was used (manual or automatic). Most of these problems were gone in the next turn, but now such units are initialized properly on the turn of creation.
      25. Disabled adding supply to units created by the AI, as the function does not work correctly (takes 1000 tons of supply and possibly fuel out of the nearest city, instead of just 1 ton) and was disabled in several other cases of forming new units. Such units get supply in the next logistics phase.
      26. Rail construction units will now follow regular units’ rules instead of HQ units’ rules in their vehicle/supply/fuel needs.
      27. Fixed a bug with units not on buildup and having trucks equal to their need not to respond to truck shortage by giving up their vehicles.
      28. Fixed problem in editor reset formation supply level function to zero vehicle number in units instead of setting correct value.
      29. Fixed problem with battle details tooltip text lacking description and having participant’s strength and losses printed twice for partisan and interdiction attacks.
      30. Fixed some spacing problems and added missing comas to battle details tooltip text.
      31. Fixed problem when opening inventory list caused a blank window to appear after exiting from CR.
      32. Fixed problem when exiting from supply details window by using Esc key caused a blank window to appear.
      33. Fixed many cases where units being 99 or 100 MP from the railhead would be counted as being out of supply.
      34. Partisan supply status and related icon highlight will now be properly set in all cases, and either will be “isolated” or in “air supply”, no longer using Axis off-rail values for some partisan units.
      35. Improved detection when to attempt to air drop fuel and added a fail-safe that will revert to supply drop mode if a previous attempt to drop fuel in the same hex failed because of lack of aircraft.
      36. Hiwis and pilots in airbases and soldiers in damaged elements will now eat.
      37. Hiwis will now require trucks to carry them in motorized units.
      38. Horses will now eat half of fodder even when stationary, with the other half reserved for paying for movement.
      39. Infantry elements in cavalry units will now require horse wagons to carry them.
      40. Fixed problems with airhead supply going to wrong units when those units that should have been resupplied from the airhead were still connected to the main rail grid, but more than 100MP away from it, rather than being completely isolated. This includes a fix for wrong highlight of such units (yellow instead of orange) once resupplied.
      41. Fixed several small bugs with air and airhead supply, including a situation when an enemy airbase in neighbouring hex (possible when stacked with a combat unit) would help with air drop penalty, and a situation where cargo stocks were improperly set when doing an airhead supply.
      42. Improved how air cargo delivery works (from the individual plane to the units in hex), to ensure units are getting what they really need. Unless there is just one unit in the hex (or a single unit was selected manually), the game will divide cargo proportionally between units, depending on their needs (including support units attached to those units). In case a player wants to add supply dumps to a HQ, it’s better to select it manually, as the above method won’t assign much cargo to a HQ (unless it has many starved support units). Combat units will immediately transfer part of their supplies to attached support units. Supplies and ammo dropped are substracted from source airbase’s supply storage, with ammo being paid for in ARM points and subjected to Soviet Ammo Loss rule. Fuel dropped is substracted from source airbase’s fuel storage.
      43. Fixed first winter combat disruption formula to follow rules as written. This should cause 21%-75% CV loss when attacking (0%-36% when defending, including defensive reserves), instead of 99% common with the old implementation.
      44. Fixed a bug with AI evaluation of best attack moves that compared wrong values when trying to find out whether the Soviet side has global offensive CV advantage to press more recklessly with assaults (offensive CV of the O.K.H. unit was checked rather than sum total of Soviet offensive CVs; in three places).
      45. Support units attached to HQs will be included in global offensive CV for AI advantage evaluation, so the strength balance will be more accurate.
      46. Added missing Ski units CV multiplier to AI CV evaluation.
      47. AI CV evaluation will now use expected values of all possible CV modifiers (morale, experience, leader rolls, isolation, attack), with some adjustments done to protect the AI from making more failed attacks because of some important rolls (single roll giving a huge bonus to CV).
      48. For isolation-related modifiers to CV, proper fort and dense terrain value will be used for support units and units other than defenders in hex (values from their own hex will be used).
      49. On-counter CV evaluation will now use expected values of isolation-related CV modifiers.
      50. Combat (random), on-counter and AI (non random) CV evaluation were aligned to match in all places, with the exception of necessary differences that had to remain.
      51. Accuracy of CV calculations was improved by doing all calculations on number of elements times 100, divided at the end by 100. This increases the strength of smaller units, for which the penalty of doing divisions on integer numbers could be very high (for example 15 / 8 * 8 is 8 instead of 15, which means a 53% loss; with the new method it would be 14, “only” a 6.6% loss).
      52. Fixed a bug where AI was using wrong fort value modifiers for terrain in some cases.
      53. Fixed a bug where weapons with HEAT penetration greater than zero, but with zero Anti-Armor (HE penetration) were ineffective against armored targets when firing HE shots (affects the following devices: RS-82 Rocket, RP-3 Rocket, 5 inch Rocket, RS-132 Rocket, Molotov Cocktail, Anti-Tank Grenade, Rifle-Grenade, Panzerfaust, Bazooka, PIAT, Bazooka, Panzerschreck, Satchel Charge).
      54. Fixed a bug with ammo selection for AP shots where Axis units used Soviet special ammo availability table, and Soviet units used Axis special ammo availability table from the next year.
      55. Fixed a bug with secondary (other than in first slot) weapons in ground elements that belong to infantry and mechanized infantry classes having much reduced chance to fire. The idea behind the rule was to limit effectiveness of secondary weapons, like machine guns on tanks and side arms of gun crews, but it doesn’t look realistic when a 10-man squad armed with 8 rifles, a single SMG and a single LMG is severely limited in using that SMG and LMG, which are actually operated by dedicated soldiers.
      56. Fixed a bug where large blast weapons (blast 10 and above) were limited from hitting more than one target with a single shot due to ammo expenditure check being made before large blast allowed another hit from that shot (and usually due to rate of fire less than 2, they were already limited to just a single shot at given range).
      57. Fixed a bug where penetration reduction from range to target could be applied to HE ammo instead of intended AP and HVAP ammo.
      58. Fixed a bug with standard First Winter CV reduction not working for Snow turns in February.
      59. Airborne Engineer and Engineer Tank will be recognized as an engineer ground element type.


    Appendix A (ground element types changes)


      Traction type changes:

        ● Cavalry Squad from foot to horse
        ● Naval Gun from horse to none
        ● Motor-Inf Squad from foot to motorized (in 1 case out of 4)
        ● AAMG from motorized to horse (in 3 cases out of 4)
        ● MSW Tank from none to motorized
        ● Engineer Tank from none to motorized
        ● Motorcycle Squad from foot to motorized
        ● Ski Squad from none to foot
        ● Security Squad from none to foot
        ● Partisan Squad from none to foot
        ● Naval Rifle Squad from none to foot
        ● Heavy Mortar from none to horse
        ● Support from none to foot

      Support requirements changes:

        ● Naval Gun from 0 to 1
        ● Special Forces from 6 to 0
        ● Marine Commando from 6 to 0
        ● Airborne Engineer from 6 to 5
        ● Air Landing Section from 0 to 5

      CV changes:

        ● Assault Gun from 5 to 7
        ● Tank Destroyer from 5 to 8
        ● Hvy Tank Destroyer from 5 to 9
        ● Hvy Assault Gun from 6 to 8
        ● Lt Tank Destroyer from 5 to 7

      For AI global offensive CV advantage evaluation all artillery types have a CV of 1 instead of 0.

      Default ammo type changes:

        ● HT CS-Howitzer from AP to HE
        ● SP AAMG from AP to HE
        ● Heavy AT Gun from HE to AP
        ● Light AT Gun from HE to AP
        ● Partisan Squad from none to HE
        ● Naval Rifle Squad from none to HE
        ● Heavy Mortar from none to HE
        ● Lt Tank Destroyer from HE to AP
        ● CS Cavalry Tank from AP to HE
        ● CS Infantry Tank from AP to HE
        ● Support from none to HE

      Ground class changes:

        ● Assault Gun from SP Artillery to AFV
        ● MSW Tank from none to AFV (in 4 cases out of 5)
        ● Engineer Tank from none to AFV (in 4 cases out of 5)
        ● Ski Squad from none to infantry (in 3 cases out of 5)
        ● Security Squad from none to infantry (in 3 cases out of 5)
        ● Partisan Squad from none to infantry (in 3 cases out of 5)
        ● Naval Rifle Squad from none to infantry (in 3 cases out of 5)
        ● Tank Destroyer from SP Artillery to AFV
        ● Hvy Tank Destroyer from SP Artillery to AFV
        ● Hvy Assault Gun from SP Artillery to AFV
        ● Lt Tank Destroyer from SP Artillery to AFV

      Method of production changes:

        ● Motor-Inf Squad from ARMAMENTS+VEHICLES to ARMAMENTS (in 1 case out of 3)
        ● HT AT-Gun from ARMAMENTS to FACTORY
        ● HT MG/Mor from ARMAMENTS to FACTORY
        ● HT CS-Howitzer from ARMAMENTS to FACTORY
        ● MSW Tank from none to FACTORY
        ● Engineer Tank from none to FACTORY
        ● Ski Squad from none to ARMAMENTS (in 2 cases out of 3)
        ● Security Squad from none to ARMAMENTS (in 2 cases out of 3)
        ● Partisan Squad from none to ARMAMENTS (in 2 cases out of 3)
        ● Naval Rifle Squad from none to ARMAMENTS (in 2 cases out of 3)
        ● Heavy Mortar from none to ARMAMENTS (in 2 cases out of 3)
        ● Support from none to ARMAMENTS (in 1 case out of 3)

      Target type changes:

        ● Motor-Inf Squad from none to infantry
        ● Special Forces from vehicle to infantry
        ● Marine Commando from vehicle to infantry
        ● Airborne Engineer from vehicle to infantry
        ● Heavy Artillery from none to artillery
        ● Light Flak from vehicle to artillery
        ● Heavy Flak from vehicle to artillery
        ● Airborne Squad from none to infantry
        ● Air Landing Section from vehicle to infantry
        ● Heavy AT Gun from vehicle to artillery
        ● Light AT Gun from none to artillery
        ● Heavy Infantry Gun from infantry to artillery
        ● Light Artillery from vehicle to artillery
        ● Airborne Tank from none to vehicle
        ● Partisan Squad from none to infantry
        ● Naval Rifle Squad from none to infantry
        ● Light Mortar from none to artillery
        ● Heavy Mortar from none to artillery
        ● Hvy Assault Gun from none to vehicle
        ● Lt Tank Destroyer from none to vehicle
        ● CS Cavalry Tank from none to vehicle
        ● CS Infantry Tank from none to vehicle
        ● Light Armored Car from none to vehicle

      General type changes:

        ● Mortar from direct gun to indirect gun
        ● Naval Gun from infantry to indirect gun
        ● HT AT-Gun from none to direct gun
        ● HT MG/Mor from AFV to indirect gun
        ● HT CS-Howitzer from none to indirect gun
        ● SP AAMG from none to direct gun
        ● AAMG from none to direct gun
        ● Heavy Artillery from none to indirect gun
        ● Light Flak from none to direct gun
        ● Heavy Flak from none to direct gun
        ● DD Tank from none to AFV
        ● MSW Tank from none to AFV
        ● Engineer Tank from none to AFV
        ● SP Inf-Gun from AFV to indirect gun
        ● Heavy AT Gun from none to direct gun
        ● Light AT Gun from none to direct gun
        ● Heavy Infantry Gun from none to indirect gun
        ● Light Artillery from none to indirect gun
        ● Airborne Tank from none to AFV
        ● Recon Jeep from none to AFV
        ● Light Mortar from none to indirect gun
        ● Heavy Mortar from none to indirect gun
        ● Cavalry Tank from none to AFV
        ● Hvy Cavalry Tank from none to AFV
        ● Hvy Assault Gun from none to AFV
        ● Lt Tank Destroyer from none to AFV
        ● CS Cavalry Tank from none to AFV
        ● CS Infantry Tank from none to AFV
        ● Light Armored Car from none to AFV

      Map popup order changes:

        ● Assault gun from 9 (sp/ht) to 0 (afv)
        ● Special Forces from 0 (afv) to 4 (airborne)
        ● Marine Commando from 0 (afv) to 4 (airborne)
        ● Airborne Engineer from 0 (afv) to 10 (engineer)
        ● Air Landing Section from 0 (afv) to 4 (airborne)
        ● Heavy AT Gun from 0 (afv) to 7 (at gun)
        ● Tank Destroyer from 9 (sp/ht) to 0 (afv)
        ● Hvy Tank Destroyer from 9 (sp/ht) to 0 (afv)
        ● Hvy Assault Gun from 9 (sp/ht) to 0 (afv)
        ● Lt Tank Destroyer from 9 (sp/ht) to 0 (afv)

      New ground element types:

        ● Carrier-Inf Squad (like Mech-Inf Squad; replaces Barge)
        ● SP Rocket Launcher (like SP Artillery, with support need of 12; replaces Ammo Truck)
        ● SP AT Gun (like HT AT-Gun, with support need of 12 and CV 5)
        ● CDL Tank (like Medium Tank, with CV 8)
        ● Recon Halftrack (like Armored Car)
        ● Flamethrower (like Infantry-AT, with support need of 2 and HE ammo)


      Appendix B (updated Reduced Blizzard effect CV reduction rules)

      Combat Value of non-Finnish, non-mountain and non-ski Axis units during Blizzard or Snow weather between December 1941 and April 1942 in the First Winter Zone is reduced to 36% plus 4% for each point scored when checking the following conditions (to a maximum of 100% - 16 points):

        Month is:
        - January +4
        - February, March, April +7
        Weather Zone of the battle hex is:
        - Europe +3
        - Southern Soviet +2
        - Central Soviet +1
        When the unit is in or next to the battle’s hex and the unit’s hex contains:
        - Terrain:
        - Heavy Urban +5
        - Light Urban +4
        - City +3
        - Any terrain with a Town +1
        - Fort +1 (for each level)
        When the unit defends (includes defensive reserves):
        - Always +4
        - Weather is Snow or month is March, April +5
        - Terrain:
        - Heavy Urban +5
        - Light Urban +4
        - City +3
        - Any terrain with a Town +1
        - Light Woods, Heavy Woods, Rough, Mountain, Swamp terrain without a town +1




< Message edited by Gerry Edwards -- 3/21/2014 7:45:55 PM >


_____________________________

Post #: 1
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 7:11:21 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
I would like you all to consider whether you want to continue your on-going games on .11 or immediately install the .12 that has so many changes (I do not expect bugs but perhaps some significant balance changes that were impossible to detect with AI vs AI test games). It may be a good idea to ask your opponent first whether they want to update or not and maybe run two separate copies of WitE, one for playing with those that want to wait a bit before installing .12 and the second to play with those more reckless :)

(in reply to Andrew Loveridge)
Post #: 2
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 7:29:56 PM   
SigUp

 

Posts: 1062
Joined: 11/29/2012
Status: offline
That changelog!

Morvael, you really deserve all the praise here for your work.

(in reply to morvael)
Post #: 3
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 7:33:27 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
Indeed. And to Matrix in general to carry on with such detailed fixing to the game mechanics ... thank you all

_____________________________


(in reply to SigUp)
Post #: 4
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 7:43:10 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
I just added a sentence here or a sentence there and over a month of work it just added up :) I was 80% sure 2by3 won't accept such a big patch at this stage. Really, they deserve all praise for being so bold and brave to accept those changes and publish the patch. Make sure you will support them when WitW will be launched. I know I will.

(in reply to loki100)
Post #: 5
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 7:46:40 PM   
SigUp

 

Posts: 1062
Joined: 11/29/2012
Status: offline
quote:

ORIGINAL: morvael

I just added a sentence here or a sentence there and over a month of work it just added up :) I was 80% sure 2by3 won't accept such a big patch at this stage. Really, they deserve all praise for being so bold and brave to accept those changes and publish the patch. Make sure you will support them when WitW will be launched. I know I will.

This continued customer support by 2by3 is pretty great. WITE has come a long way since its release.

< Message edited by SigUp -- 12/12/2013 8:47:40 PM >

(in reply to morvael)
Post #: 6
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 8:55:28 PM   
Bozo_the_Clown


Posts: 890
Joined: 6/25/2013
From: Bozotown
Status: offline
Thanks, already installed.

(in reply to SigUp)
Post #: 7
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 9:26:56 PM   
GamesaurusRex


Posts: 505
Joined: 10/13/2013
Status: offline
BRAVO ! MATRIX AND 2BY3 !


It is just this kind of continued effort to refine and patch discovered issues that assures me that I have purchased a premium game product from premium people. This sort of behavior compels me to pull out my wallet and buy their next game, knowing that they are determined to deliver the highest quality gaming experience on the market.

Thanks again to all involved and those players that contributed on the forum.

(Now if the Patch Coding Gods will address correcting the absurd "instant pocketing" decimation effects on combat and movement values that instantly rob the encircled force of any ability to fight back or even move, this game will be a closer reflection of reality. I just can't imagine what Grigsby was thinking when he wrote the pocketing/isolation rules. Armies don't just cease to exist because you stretched a crime scene tape around them that says "Do Not Cross").

< Message edited by GamesaurusRex -- 12/13/2013 12:44:40 AM >

(in reply to Bozo_the_Clown)
Post #: 8
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 11:33:31 PM   
smokindave34


Posts: 877
Joined: 1/15/2008
Status: offline
Thanks again for the excellent support of this fantastic game. I said it recently in another post but I'll say it again - this has been the best money I have EVER spent, although my wife may disagree since there are times when she is a WITE widow.

(in reply to GamesaurusRex)
Post #: 9
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 11:36:42 PM   
tbone1218

 

Posts: 41
Joined: 6/3/2004
Status: offline
Thanks for the great support!

(in reply to smokindave34)
Post #: 10
RE: New Public Beta V1.07.12 for WitE - 12/12/2013 11:59:40 PM   
a461778794

 

Posts: 6
Joined: 6/19/2013
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Awesome!

(in reply to tbone1218)
Post #: 11
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 1:13:36 AM   
hfarrish

 

Posts: 734
Joined: 1/3/2011
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quote:

ORIGINAL: smokindave34

Thanks again for the excellent support of this fantastic game. I said it recently in another post but I'll say it again - this has been the best money I have EVER spent, although my wife may disagree since there are times when she is a WITE widow.


Indeed...I've dropped it to pick up many things over the past three years only to come back realizing nothing can match the thrill of a great H2H matchup in WITE...the anxious waiting for a turn, the fear opening an August 41 clear turn as the Soviet, the excitement of a successful attack etc. etc. Nothing tops it.


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(in reply to smokindave34)
Post #: 12
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 2:07:24 AM   
rmonical

 

Posts: 2474
Joined: 4/1/2011
From: United States
Status: offline

(in reply to hfarrish)
Post #: 13
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 2:28:54 AM   
Commanderski


Posts: 927
Joined: 12/12/2010
From: New Hampshire
Status: offline
Thank you for your fantastic continued support!

(in reply to rmonical)
Post #: 14
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 8:05:56 AM   
JamesM

 

Posts: 1017
Joined: 8/28/2000
From: QLD, Australia
Status: offline

quote:

ORIGINAL: smokindave34

Thanks again for the excellent support of this fantastic game. I said it recently in another post but I'll say it again - this has been the best money I have EVER spent


I have to second your comments. Truly great support.

(in reply to smokindave34)
Post #: 15
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 11:23:11 AM   
Peltonx


Posts: 7250
Joined: 4/9/2006
Status: offline
Pelton vs Saper will be my first test case.

I like to see .13 ASAP as that will finally fix the last of the major bugs.

You are the man.



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Beta Tester WitW & WitE

(in reply to JamesM)
Post #: 16
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 11:40:52 AM   
tombo

 

Posts: 356
Joined: 8/4/2007
Status: offline

Thanks big time!

(in reply to Peltonx)
Post #: 17
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 6:01:31 PM   
schascha


Posts: 295
Joined: 1/3/2012
Status: offline
Thx

Impressive work

(in reply to tombo)
Post #: 18
RE: New Public Beta V1.07.12 for WitE - 12/13/2013 6:30:51 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Excellent. With .13 I will be back in to this game.

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(in reply to schascha)
Post #: 19
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 2:04:44 AM   
Priapus1

 

Posts: 115
Joined: 6/16/2011
Status: offline
Great work. One question:

● Light Flak from vehicle to artillery
● Heavy Flak from vehicle to artillery
● Heavy Infantry Gun from infantry to artillery
● Light Artillery from vehicle to artillery

Does this mean these units will only attack artillery, or that it is their preference if they have multiple choices for targets?


quote:

ORIGINAL: Michael T

Excellent. With .13 I will be back in to this game.


Michael T vs Pelton part II?

< Message edited by Priapus1 -- 12/14/2013 3:07:44 AM >

(in reply to Michael T)
Post #: 20
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 2:27:09 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
You never know...

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(in reply to Priapus1)
Post #: 21
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 6:28:09 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
It's not about their selection of targets, but what kind of target they are. Some of these values have minor impact on combat, but I cleaned them up nevertheless. I will check usage of this value when I will have time and will report it to you.

(in reply to Michael T)
Post #: 22
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 10:18:59 AM   
Priapus1

 

Posts: 115
Joined: 6/16/2011
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quote:

ORIGINAL: morvael

It's not about their selection of targets, but what kind of target they are. Some of these values have minor impact on combat, but I cleaned them up nevertheless. I will check usage of this value when I will have time and will report it to you.


Thank you.

(in reply to morvael)
Post #: 23
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 11:52:05 AM   
SuluSea


Posts: 2358
Joined: 11/17/2006
Status: offline
Wasn't expecting another patch. Very happy with the continuing support.

Matrix Games , 2by3 and support provided by peeps such as Morvael are taking this game to new heights.

Great job all and thanks!!!!

(in reply to Priapus1)
Post #: 24
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 12:47:24 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline

quote:

ORIGINAL: Priapus1

Great work. One question:

● Light Flak from vehicle to artillery
● Heavy Flak from vehicle to artillery
● Heavy Infantry Gun from infantry to artillery
● Light Artillery from vehicle to artillery

Does this mean these units will only attack artillery, or that it is their preference if they have multiple choices for targets?



These values are used to determine preferred targets, but actually it only matters whether it's a vehicle or not. For vehicles multiplier is based on optimum penetration vs three armor values (best score is given to vehicles that can be penetrated from the front, but without using overkill like firing 88mm on a halftrack), for other target types multiplier is nearly constant. It's good that guns are not vehicles, as their armor tends to be 0 while they attracted a lot of fire because of those multipliers.

(in reply to Priapus1)
Post #: 25
RE: New Public Beta V1.07.12 for WitE - 12/14/2013 10:48:12 PM   
gamer78

 

Posts: 536
Joined: 8/17/2011
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to Morvael and team. Started solo play. Rifle grenade blowing 41' Soviet tanks, hand grenade damaging rifles. Cool to watch detailed report.

'1. New Interface - It is now possible to see chances to succeed various leader rolls (Morale, Initiative and Admin rolls for all units'

This is very helpful to understand.

(in reply to morvael)
Post #: 26
RE: New Public Beta V1.07.12 for WitE - 12/15/2013 5:52:31 PM   
Wheat

 

Posts: 154
Joined: 6/17/2011
Status: offline
Fantastic job of continued support. You guys are to be commended.


(in reply to gamer78)
Post #: 27
RE: New Public Beta V1.07.12 for WitE - 12/15/2013 6:49:25 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline

quote:

ORIGINAL: Baris

Rifle grenade blowing 41' Soviet tanks, hand grenade damaging rifles. Cool to watch detailed report.



Now that the weapons finally work, perhaps some of their parameters could be tuned down. For example I don't know why a flamethrower with a range of 50 has accuracy of 1250, causing it to hit (probably) all the time.

(in reply to gamer78)
Post #: 28
RE: New Public Beta V1.07.12 for WitE - 12/15/2013 10:20:27 PM   
BletchleyGeek


Posts: 4713
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
Very nice work Morvael, I got some questions.

quote:

ORIGINAL: Andrew Loveridge
3. Formula Change - Improved the formula which decides whether a unit should be motorized or not. By default all armor, mechanized, motorized, SP artillery, HQ and airbase units will be motorized. Support units attached to motorized combat units will be also motorized (such units will be demotorized when attached back to HQ, unless it’s their natural state). Units containing “Motorized “ or “SP “ in their TOE suffix will be also motorized (this is for flavor, to make units like “Motorized Flak Battalion” or “LW Motorized Flak Battalion” or “LW SP Light Flak Battalion” show up as motorized). It may require advancing to the next turn for the motorized status to adjust properly. Previously, support units attached to motorized combat units had requirements like motorized units, but their motorized status was still showing up as non-motorized.


What's the actual impact of this? Does this mean that up to now the pressure on the vehicle pools from tear and wear were substantially lower than it should?

quote:

ORIGINAL: Andrew
1. Fixed a bug with some support units attached to HQ units being resupplied nearly for free. For example a support unit had 132 tons of supply added at a cost of just 1 supply dump from the HQ; also all needs below 1 ton (2000lbs) were resupplied for free.
2. Fixed a bug with HQ units reporting their supply needs as fuel needs. When the supply stock was above 100% of supply needs, this generated negative fuel need and reduced global cost of moving supplies in vehicles and fuel.
3. Fixed a bug with support units attached to combat units, and construction units attached to FBD/NKPS units, not reporting their needs to proper HQ unit, causing said HQ to have supply shortages when it shouldn’t.
4. Fixed a bug with support units attached to combat units not being able to return excess fuel.
5. Fixed a bug with support units attached to combat units to always require fuel (even when full), if another support unit created earlier, attached to the same combat unit, required fuel.
6. Fixed a bug with support units attached to combat units to generate higher vehicle need (1/10 of their parent unit vehicles, instead of 1/10 of their own vehicles) and with support units attached to HQs to generate lower vehicle need (0 instead of 1/10 of their own vehicles).
27. Fixed a bug with units not on buildup and having trucks equal to their need not to respond to truck shortage by giving up their vehicles.
36. Hiwis and pilots in airbases and soldiers in damaged elements will now eat.
37. Hiwis will now require trucks to carry them in motorized units.
38. Horses will now eat half of fodder even when stationary, with the other half reserved for paying for movement.
39. Infantry elements in cavalry units will now require horse wagons to carry them.


#2 Looks to me as a quite important thing, that goes a long way to explain why logistics seemed so easy to me. #38 is also quite big, as both the Soviet and the German army rely quite a bit on horse-drawn carriages, this would make generic supply less abundant as well. Has this - and the rest of the fixes which might seem minor but kind of accumulate - made a noticeable difference in the gameplay?

quote:

ORIGINAL: Andrew
55. Fixed a bug with secondary (other than in first slot) weapons in ground elements that belong to infantry and mechanized infantry classes having much reduced chance to fire. The idea behind the rule was to limit effectiveness of secondary weapons, like machine guns on tanks and side arms of gun crews, but it doesn’t look realistic when a 10-man squad armed with 8 rifles, a single SMG and a single LMG is severely limited in using that SMG and LMG, which are actually operated by dedicated soldiers.
56. Fixed a bug where large blast weapons (blast 10 and above) were limited from hitting more than one target with a single shot due to ammo expenditure check being made before large blast allowed another hit from that shot (and usually due to rate of fire less than 2, they were already limited to just a single shot at given range).


Are we to expect higher casualty rates in combat? #55 looks like a quite huge thing to me.

_____________________________


(in reply to Andrew Loveridge)
Post #: 29
RE: New Public Beta V1.07.12 for WitE - 12/16/2013 1:03:31 AM   
gradenko2k

 

Posts: 935
Joined: 12/27/2010
Status: offline
Can someone break down the practical, in-game effects of these changes, or perhaps the "developer intent" behind them?

(in reply to BletchleyGeek)
Post #: 30
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