Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
|
If you have registered your copy of War in the East, you can download the latest beta update from our Members Club. Here's the change list: V1.08.01 – December 5, 2014 New features 1. Disabled the rule that blocked replacements for Soviet infantry units over 60% TOE and Axis infantry units after 1941 over 80% TOE when not on refit (which included units on refit adjacent to enemy units). This is to reduce micromanagement required for rotating the units, and is a better choice when compared with allowing refit on the front lines. Players who wish to keep their units under strength (to conserve manpower) are free to use the MAX TOE function. 2. Soviet infantry units and Axis infantry units after 1941 under the control of human player will be automatically set to 60% (Soviet) / 80% (Axis) MAX TOE upon scenario start, provided their current MAX TOE setting is higher. If their current TOE% is higher, then this value will be used instead. This is an extension of the function introduced in 1.08.00 that sets MAX TOE of all HQ units, airbases, and construction units to their current TOE%+1, and is intended to counter the effect of change #1 (see above) on resource pools, especially for the player going second, who is unable to alter MAX TOE settings of his units before the first logistics phase. 3. Added new restrictions to prevent the abuse of the HQ Buildup system: (1) overloaded HQs may not initiate HQBU, (2) HQs may not initiate HQBU on two consecutive turns, (3) units may not take part in HQBU on two consecutive turns, (4) HQs and units that took part in a HQBU during this or previous turn may not be reassigned to a new HQ. 4. Changed the effect of range to rail (in MP) to affect the number of requested replacements more decisively, to -1% for every MP away (but to no less than 1%, when 100+ MP away), rounding up. Previously the number was reduced only when over 20 MP (and to no less than 20%, when 101+ MP away), which resulted in units getting to 100% TOE with too much ease. 5. Reworked formulas that determine how many supplies and fuel are required by air groups stationed in air bases. Correct amount of extra supplies and fuel will now be requested by air groups using level bombers or transports, taking into account maximum effective cargo load instead of weekly consumption or sortie usage. Transports will be prepared for up to 8 sorties with each resource, whereas level bombers for up to 4 sorties with supplies. As a result, supply stocks in airbases with level bombers will increase many times over, while other stocks (and related truck usage) will decrease between 20% and 60%. This should allow level bomber groups to participate in air supply missions more often, including those flying automatically from certain Soviet air bases to supply partisan units, while at the same time free a lot of trucks for other uses. 6. Half of supplies intended for “horses” will be no longer reserved for and used during movement, instead all those supplies will be consumed during the logistics phase. Supply shortages will not affect non-motorized units movement points. Units will no longer consume either 50% or 75% (after failed Admin roll) of the supplies they nominally require, but always 60%. 7. Extra support squads won’t be sent back when over support need, but still under TOE requirements and below 125% of support need. Bear in mind that, as before, new support squads won’t be requested when over support need, even if under TOE requirements. This is to reduce the constant rotation of support squads between units and pool. Units taking losses during a turn usually ended up with more support squads than required and sent them back at the start of the replacement procedure. However, as they were granted new elements immediately after that, they ended up with support squad shortage. This change will also allow to see emergency conversion of support squads to rifle squads more often. 8. Increased repair bonus for support squads from 25 to 35 points. 9. Changed the limit of support units that can be attached to a fort unit from 1 to 3 (same as before 1.08.00). 10. Damaged elements will still require a normal amount of ammunition instead of no ammunition at all. This may come handy when they will be repaired or replaced, without creating ammo shortages. Obviously, this will increase the number of supply trucks required by units (though truck rotation will decrease). 11. Non-motorized elements with 0 fuel use (for example Cavalry Squads) will not require trucks when being part of motorized units, but supplies (as in non-motorized units). 12. Static units will not ask for trucks and will require half of the normal amount of fuel. Since they were never granted any trucks, this helps to bring their needs in sync with what they get or have. Fuel is required to move those units once reactivated (they get half of the regular amount of MP on the turn of reactivation), but as long as they are in static mode, none of it will be used. 13. Made sure Machine Guns won’t be used in place of Infantry AT and/or Flamethrowers (and vice versa). The same applies to the following pairs: Motorcycle Squads/Bicycle Squads, and Flamethrower Squads/Engineer Squads. 14. Added new “Flamethrower Squad” ground element type, to differentiate between small elements of the “Infantry Weapon” class with 0 CV and big squad-like elements of the “Infantry” class with 3 CV and 12 support need. 15. Improved leader editor to automatically adjust ranks when changing leader nationality after ranks were specified. Added leader rank checking to scenario check utility. 16. Added new ground element and aircraft parameter, “Factory Start Limit” (displayed in parentheses next to regular Build Limit in the editor). This parameter is used when another ground element or aircraft factory upgrades to this new ground element or aircraft and if set to a value different than 0, ensures factory size will not exceed this value. Later the factory may grow to regular Build Limit, as before. This allows to reduce factories to desired size upon upgrade, while allowing to keep higher Build Limit. 17. Increased interface uniformity by making all the “Anti-Something” elements use lower case for the second word. Bug fixes 1. Fixed a bug where one of the players in a server game was recognized as an AI-controlled player during scenario initialization, and because of that certain adjustments (like MAX TOE or Hanko adjustments) were not working as designed. 2. Fixed a bug where non-motorized units were asking for extra supplies and fuel that were not used, leaving those units with extra resources in comparison to motorized units. After this fix, an artificial increase of 25% in supply requirements reported by motorized units, introduced in 1.08.00 to match their supply levels with those of non-motorized units, was no longer required, and thus was removed. 3. Fixed a bug where Axis fort limit was calculated against Axis “Production available to East Front” percentage instead of the base “Production Usage”, as was intended. 4. Fixed a bug that prevented attaching support units to fort units, that was first fixed in 1.07.15, but crept back with 1.08.00. 5. Fixed a bug where German units could select Finnish city as a supply source even if still separated from it by sea or Soviet territory. Now, it will be allowed only for those German units that are located north of the “Finnish No Attack Line” (a compromise between a fully accurate solution involving checking paths and the need for speed). 6. Fixed a bug where units in supply range of HQs that were on beachhead supply were themselves marked as being on beachhead supply, even if deep inland (and no supply was actually given to them). 7. Fixed a bug where it was impossible to detrain isolated units due to lack of strategic movement points. It will be now possible to unload them, though they will have zero movement points after that operation, and will have to wait until next turn to get some. 8. Fixed a bug where elements might be lost (without registering the fact in statistics) when merging units in case of reaching the limit of slots. Now ready elements will be sent back and only the damaged elements will be lost (though only 30% manpower will become disabled, the rest will return to the pool). 9. Fixed a bug where countries that have surrendered when playing game version 1.07 were repairing vehicles for the Axis side once the game was continued under 1.08. 10. Fixed a bug where no armaments were given for scrapping lend-lease elements from games started under game version 1.07. One armament point should be awarded for scrapping one such element. 11. Fixed a bug in the editor where it was impossible to enter names for new ground elements and aircraft by clicking on the “ID” text. 12. Fixed a bug where Soviet “Minors” (Polish, Rumanian, and Czech) units were losing their nationality marker (“Pol.”, “Rum.”, “Czech”) and original unit number upon TOE upgrade. 13. Fixed a bug where soldiers using captured equipment were given more (Soviet) or less (Axis) food compared to their colleagues using national equipment. 14. Fixed a bug where HQ units didn’t require any supply trucks to carry their own (local) supplies. 15. Fixed a bug where supply need (including truck need) were not recalculated immediately after a unit was put into static mode. 16. Fixed a bug where aircraft radius was incorrectly displayed in air group window (range was divided by 3 instead of 30). Scenario changes 1. Updated “Vistula to Berlin 1945” scenario with hundreds of changes, making proper use of new ground element and aircraft types introduced in 1.08 and increased historical accuracy, courtesy of Randolph J. Seger. Device changes 1. [0130] Anti-Tank Grenade - renamed Anti-tank Grenade. 2. [0177] 20mm Lahti AT-Rifle - rate of fire from 10 to 6, penetration from 22 to 31. 3. [0373] 83.5mm vz.22 AA gun - renamed 83.5mm vz.22 AA gun. 4. [0383] 90mm 90/53 AA gun - effect from 0 to 6. 5. NEW [0625] 128mm Twin Flak40 AA gun. 6. NEW [0629] 128mm Flak40 AA gun. Ground element changes 1. A number of German AFV (listed below) got a 3-point increase in their side armor parameter to take into account the effect of Schürzen (spaced armor). 2. [0021] Panzer IVh - side armor from 31 to 34. 3. [0029] StuH42 - side armor from 30 to 33. 4. [0031] StuG IIIg - side armor from 30 to 33. 5. [0032] Jagdpanzer IV - side armor from 32 to 35. 6. [0041] Jagdpanzer IV/70(V) - side armor from 35 to 38. 7. [0125] Panzer IVj - side armor from 31 to 34. 8. [0140] StuG IIIg(F) - side armor from 30 to 33. 9. [0166] Panzer IVj(F) - side armor from 31 to 34. 10. [0170] StuG IV - side armor from 30 to 33. 11. [0234] T-4(h) - side armor from 31 to 34. 12. [0236] TA(g) - side armor from 30 to 33. 13. [0252] 7.92mm Quad Anti-Aircraft MG - renamed 7.92mm Quad Anti-aircraft MG. 14. [0284] Panzer IVh(H) - side armor from 31 to 34. 15. [0286] StuG IIIg(H) - side armor from 30 to 33. 16. [0308] 80mm Anti-Aircraft Gun - renamed 80mm Anti-aircraft Gun. 17. [0730] Flamethrower Squad - type changed from Flamethrower to Flamethrower Squad. 18. [0787] 37mm Anti-Aircraft Gun - renamed 37mm Anti-aircraft Gun. 19. NEW [0392] Panzer 35-S 739(f). 20. NEW [0393] Panzer 35H 735(f). 21. NEW [0394] Panzer 39H 735(f). 22. NEW [0395] Panzer 35R 731(f). Aircraft changes 1. [0290] Yak-9M - max load from 0 to 443. 2. [0371] Spitfire IX - renamed Spitfire LF.IX, fuel from 584 to 639, climb from 2800 to 3400, max altitude from 43000 to 40000, build limit from 17 to 18. 3. [0372] Spitfire VB - max speed from 382 to 368, cruise speed from 201 to 210, endurance from 140 to 135, fuel from 573 to 639, build limit from 12 to 9. TOE changes 1. Soviet 41a Rifle Division TOE was reduced by about 24% elements, mostly artillery and AFVs (number of men changed from 14416 to 11188). This TOE represented an “ideal”, impossible to reach by most units before the war started, and it all went downhill from there. AFVs were mostly withdrawn to form Tank Divisions, while artillery and machineguns were often well under 50% of allowed establishment. The 41b Rifle Division TOE was actually an official recognition of that fact. This change reduces the burden on Soviet resource pools in the early stages of the war, makes their units a bit weaker (reducing the chance for a successful “Wall of Steel” in the north or center), and prevents a sharp and often very unwelcome drop in strength when units upgrade to 41b (original 41a had 41% more elements than 41b, the difference will now be 7%). Leader changes 1. All (more than 100) end dates set to May 1945 were changed to December 1945. This should prevent certain issues from occurring in games that will continue to June 1945 and beyond. 2. [0070] Gotthard Heinrici - added promotion to Generaloberst on January 30th, 1943. 3. NEW [0277] Mortimer von Kessel. 4. NEW [0278] Guenther Krappe.
< Message edited by Gerry Edwards -- 2/10/2015 6:27:35 PM >
_____________________________
|