There was no invite process involved. I simply worked on the patch and after some time started posting in WitE Dev forum and whoever had access to that forum from the time WitE was developed by 2by3 was welcome to offer his advice and play with the game. There's just a handful of people willing to spend time with WitE now, as most have moved on to WitW.
Yeah, last we heard is that it should be ready end of last month, that it was ready save for a few last ends to tie up and that it just needed balancing and for the players/testers to settle on how it was going to be. Come on testers stop disagreeing and finding things to nitpick about.
So is it still looking to be anytime soon or are we still waiting another month for everyone to agree?
I don't understand aren't there enough options in this patch, to consult all tastes so to speak, for the rules before you start the game-have it your way?
< Message edited by PS Pita -- 9/12/2014 12:02:46 AM >
Posts: 927
Joined: 12/12/2010 From: New Hampshire Status: offline
This is probably the last update of any kind until WITE 2.0. Once WITW comes out they will be too busy with that to work on any issues with this game for a while. It's better for the testers to be a little nit picky because they know if they miss something, we will find it and then some people will complain that the update was released too soon.
We've been waiting this long.. a little while longer is just fine as I'm sure it will be worth it.
This is probably the last update of any kind until WITE 2.0. Once WITW comes out they will be too busy with that to work on any issues with this game for a while. It's better for the testers to be a little nit picky because they know if they miss something, we will find it and then some people will complain that the update was released too soon.
We've been waiting this long.. a little while longer is just fine as I'm sure it will be worth it.
Sure we can wait another week or two or three another month and so on... we probably have too many experts who think it should be different every time something is re-balanced or changed.
You sure it will be worth it? we'll see how many of the nit pickers aren't finding something wrong after it is finalized and released.
< Message edited by PS Pita -- 9/12/2014 1:51:07 AM >
Morvael is working out some minor bugs and balancing issues and I'm fighting with the german translation. This is an indication that were are reaching the end of this development cycle (just to enter a new one with a Beta release some time after).
Morvael is working out some minor bugs and balancing issues and I'm fighting with the german translation. This is an indication that were are reaching the end of this development cycle (just to enter a new one with a Beta release some time after).
Its really amazing to be honest.
Like going from base version of WitE to Gold WitE.
I would pay 20$ just for the patch.
< Message edited by Pelton -- 9/13/2014 12:51:51 PM >
If you have and IQ above 120 which I don't = don't waste your time playing a POS, until 1.08
Smokin Dave and I are having a pretty damn good game on 1.07.15 - all you need to do is find a Soviet opponent willing to fight forward and a German willing to not play turtle time for three years, and the game is great. 1.08 will make it better, but the game is so, so, so much better than it was a year ago it is not even funny.
Can I ask peoples' opinions, what settings and house rules would be appropriate under the proposed 1.08 patch? I see two categories settings - do people have an opinion what makes for a balanced game? house rules - specific agreements for a 'better game'
Don
< Message edited by Don77 -- 9/22/2014 4:57:18 AM >
WitE Changelog in numbers: - 137 new features (+16) - 54 bug fixes (+7) - 26 scenario changes (+1) - 5 general device changes - 48 specific device changes - 13 general ground element changes (+1) - 269 specific ground element changes (+4) - 10 general aircraft changes - 160 specific aircraft changes (+1) - 2 general TOE changes - 36 specific TOE changes (+2) - 2 general leader changes - 2 specific leader changes - 34 pages (+2)
Sorry, no details at this time, but I can say that we're as near as we've never been yet. After some heated discussions last week the .exe is very stable now and I know some people are playing the game which allows me to fix some tiny bugs that remain, while Denniss works on the last set of changes to the scenarios and German translation.
Firstly, great news about the 1.08 patch and all the hard work people have put in on forums and behind the scenes to make this good game even better - love your work.
I have really enjoyed this game for many years now (yup, years) and many hours(don't ask how many times I nearly lost my gf as 'one more move' turned into an hour.....). With the new patch coming, I am keen to rekindle my skills (risking a 'divorce') and am keen to understand what (if any) standards setting and House Rules people recommend for the GC. My logic is a game to play until someone wins by Victory Points, the entire Axis-Soviet war (ie not for people to win or lose in 41 and then quit a game).
Soo, here we go....as a basis for discussion, here are setting and HR I have seen:
Settings A. Grand Campaign (any need for Alt VP or sudden death?) B. Random weather (maximise uncertainty about the weather) C. HQ lock (easier to start that way) D. Full Fog of war (maximise uncertainty about the enemy) E. Use Server (maximise the sense of comfort for players about the game and saves) F. Mild blizzard (many argue this is a more realistic winter) G. 1-1 only (2-1 gone, does this remove the capacity of the Sov’s to fight and win tactically in 41, esp given the mild winter effects on 42)
House Rules - airborne 1. Do we need any rules about when airborne can start for the Sovs? (ie not before 41 blizzard seems the most common?) 2. Do we need rules about ‘why’ airborne can be used (ie in conjunction with other troops such as to break pockets; or alone ie such as to break rail lines) is there a logic to do with the mission being possibly ‘survivable’ 3. Is there any reason for rules about the ‘minimum number of transports needed?
House Rules - amphib 4. Do we need any rules about when amphib can start for the Sovs? (ie not before 41 blizzard seems the most common?) 5. Do we need rules about where amphibs can occur (mid game 41-43) – ie not west of the last major Black Sea city held (ie not west of Odessa/Sevastapol/Novorossiysk unless held) 6. Do we need rules to cover outside the Sov union original borders (affects 41 and the post-43 later game) - ie also if/when allowed outside Sov borders ?
House rules – Air bombing attacks 7. Do we need any rules about bombing HQ (affects the apparently higher chances of killing leaders, but is also about the only way for air power to destroy and damage elements – albeit only in Support Units) 8. Max number of attacks against cities (affects ports, defensive values?) 9. Max number of attacks against airbases (excluding Axis turn 1 obviously)
General – attacking rules 10. Maximum number of attacks overall per hex (air and ground)? I have seen suggestions of 5 – does this also link to the no2-1 rule (ie more attacks may be needed for the Sovs?)
I hope the above is useful and appreciate any comments.
Don
< Message edited by Don77 -- 9/23/2014 4:01:23 AM >
Let's talk about the air transport madness... I my game against sapper, the 5+ turn isolated, far-far ralwaypoint motorized units act with 30+ MP, and the panzers don't do anything, because fueling by air is so costly.
The air supply is overpowered, just line the 1:1=2:1 rule