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1.07 finalized - 10/5/2015 12:48:33 PM   
Ronald Wendt


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Joined: 6/8/2009
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Hi folks,

today i am happy to announce that we finished our work on 1.07 !

Here are the changes you can expect:

Added:

- Campaign variant of Archangelsk-Astrachan "The Eastern Front" done by Zigmunds Steins

- formations can be changed before deployment and chosen when units are recruited
- formation size now limits number of support units:
*Batallion 2x
*Regiment 3x
*Brigade 4x
*Division 5x
- formation influences refit costs (batallion as bases) : +10% for regiment, +15% for brigade and +20% for division
- variations for mountain and hill textures & meshes
- minefields can be layed or removed by combat engineers
- minefields have strength and can damage units that move onto them. Every hit reduces the strength of the minefield
- shortcut key "L" to get to the statistics screen
- shortcut key "I" to reach the list of shortcuts
- new shot effect for rocket launchers
- varying effects for different attack distances
- new marker system to differ mines, ground and air units
- landscape may influence readiness of units with these consequences:
* mountain hex:
units loose readiness by moving on it
units can not be supplied any more and loose readiness each turn they stay on it
* swamp hex:
units loose readiness by moving on it
units loose readiness each turn they stay on it
* steppe hex:
units loose readiness each turn they stay on it
- movement penalties for tanks and SP guns:
* hills +3
* swamp +2
* snow (terrain not weather) varies depending on type and time of the war:
#Soviet medium and heavy tanks +1
#Ostketten models (Tiger, Panther etc.) +1
#Pz. III/IV chassis Ostkette (1/5/1944) +1
#Pz. III/IV chassis Winterkette (1/10/1942) +2
#German small & medium chassis/Western Allies tanks/Soviet small tanks +3
* forests +1


- new equipment/units for Germany:
Combat engineers (in contrast to normal engineers for repair/building)
FW 190 A-2
Wurfrahmen 40
30cm Nebelwerfer 42
30cm Raketenwerfer 56
Panzergrenadiere
Elite Panzergrenadiere

- new equipment/units for Hungary:
38M Toldi I
42M Toldi II
42M Toldi IIa
40M Turan I
41M Turan II
43M Zrinyi II
40M Nimrod

- new equipment/units for the Soviet Union:
Combat engineers (in contrast to normal engineers for repair/building)
IS-3
MechCorps '42
MechCorps '43
MechCorps '44
M3 Lee

- new equipment for Great Britain
M3 Lee

Changed:

- reworked several menus for better readability
- reworked tooltips of unit upgrades
- ownership is displayed with a 2d icon instead of 3d flags (suggested by James Ward)
- renamed sea to water in map editor as it represents both sea and lakes (terminator)
- <tab> command has new rules and skips units that have action points but cannot do anything with it (e.g. attack is available, but no enemy in range)
- Unit values :
*Pz. III Ausf. H +4 (=12); Costs +20 (=300)
*Pz. III Ausf. J +2 (=10); Costs +10 (=310)
*Pz. III Ausf. L +2 (=10); Costs +20 (=360)
*Pz. III Ausf. N -2 (=8)


Fixed:

-Wrong designation of Bf110 G-2
-restarting a scenario with the unite armies screen cloned the units
-wrong NATO symbol for German Elite units
-missing "inferior supply" for Slovak tanks
-recruited cavlary units were labelled infantry
-changing player order in campaigns mixed up the statistic
-ground units' attack animation turned off if attacked by air and the muzzle aims into nowhere
-ambush was not detected with view=1
-Units now stop firing if annihilated
-wrong ScrollerPosition value hindered the improvement to Cavary Corps '42
-Unite armies crashes if such a mission is loaded twice in succession
-Deployment ignored auto_upgrades
-Crash if HQ is entered after the first unit was deleted (only occurred directly after deployment)
-Error in calculating upgrade costs when more than one upgrade path was possible
-Crash when units with dust are moved while particles are deactivated


A-A Campaign:

Added:

Hungarian option to Voronezh 1942

Fixed:
wrong year in Voronezh description

Single maps:

Minsk Pocket

Changed:
small OoB adjustements of Soviet units for historical accuracy


Script Editor:

- Unit and object images displayed
- Interactive solution of battle positions on the main map
- Easier handling of several functions by adding a drop-down menus instead of having to type the names
- Renaming events will not change the focus of that menu any more
- Position of values is now next to their purpose for better reading of settings
- Action can erase events
- Readiness of units can be set
- place-units command can now set position, increased radius of placement and it lists unit names
- Option for reinforcements (full strength, ammo and fuel) at the beginning of a scenario
- "No units" condition now differs between ships, aircraft, ordnance, armored vehicles and infantry
- Hints can now be removed via action
- Removed the need to type in locations of objects and units on the map for conditions

Special thanks to Zigmunds Steins and Lars "Spillblood" Scharfenberg for their contribution to 1.07 !

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RE: 1.07 finalized - 10/5/2015 12:53:02 PM   
Ronald Wendt


Posts: 1880
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Status: offline
We have introduced a new marker system. James Ward was suggesting a 2d marker for the owner of an objcet (cities etc.) and we expanded it to add new markers for minefields and aircraft to make it easier to differ them:






Attachment (1)

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RE: 1.07 finalized - 10/5/2015 12:58:26 PM   
Ronald Wendt


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Combat engineers can clear and lay mines - was it mentioned that moving onto hostile minefields now causes damage ?






Attachment (1)

< Message edited by Ronald Wendt -- 10/5/2015 2:08:28 PM >


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RE: 1.07 finalized - 10/5/2015 1:01:35 PM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
Status: offline
GUI has been reworked, tooltips now also contain icons and less text:




Attachment (1)

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Post #: 4
RE: 1.07 finalized - 10/5/2015 1:06:41 PM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
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And of course we have plenty of new units and several new combat effects. Samples of those effects caan be seen on our youtube channel Phobetor Youtube




Attachment (1)

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Post #: 5
RE: 1.07 finalized - 10/5/2015 6:11:48 PM   
stormbringer3

 

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From: Staunton, Va.
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Great news! Any guess as to when Matrix will make it available to download? You mention fixing the description when a cavalry unit is recruited. In playing the A-A Campaign I've never seen the option to recruit cavalry units. I'm playing v.1.06. Is that option not available in the A-A Campaign?
Thanks.

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Post #: 6
RE: 1.07 finalized - 10/6/2015 4:46:02 AM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
Status: offline
Hi stormbringer,

it totally depends on their schedule how long it will take Matrix to release 1.07, which i assume is quite a busy one at this time of the year.

Germany has no cavalry recruitment at all, the units are currently given by the game. Its because the branch was rather neglected by the Wehrmacht (there were three such regular divisions).

But we could introduce cavlary regiments for the Germans as they had a few more of those. This would be the first entry in the 1.08 list then

Regards,

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RE: 1.07 finalized - 10/6/2015 2:45:56 PM   
stormbringer3

 

Posts: 875
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From: Staunton, Va.
Status: offline
Ronald,
Thanks for the quick reply. I like the cavalry unit in the game and would build more. My latest A-A campaign is playing as an infantry army. I'll have no tanks. The only armor will be a couple of StuGs and later Marders as support units. My mobility is by creating Panzergrenadier units, adding halftracks to Infantry units. I'm just getting started in this so it'll be interesting to see how it goes.
I think that your support for this game is about the best in Matrix. I'm really looking forward to when your next game comes out.

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RE: 1.07 finalized - 10/7/2015 7:12:04 AM   
terminator


Posts: 1047
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From: France
Status: offline
Ronald,
Release 1.07 in download for the members in the first one ?

< Message edited by terminator -- 10/7/2015 8:14:05 AM >

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Post #: 9
RE: 1.07 finalized - 10/8/2015 5:38:54 AM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
Status: offline
HI guys,

@stormbringer: thanks for the compliments. We will think about the German cavlaryy option for 1.08, it would add some interesting possibilities.

@terminator: i am sorry, but i cannot follow you ?

Regards,

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RE: 1.07 finalized - 10/13/2015 8:38:39 AM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
Status: offline
Here is another screenshots to show the better overview you get with the new markers if you zoom out.





Attachment (1)

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RE: 1.07 finalized - 10/15/2015 7:33:03 AM   
terminator


Posts: 1047
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From: France
Status: offline
Ronald,
I am impatient to test this Release 1.07 !

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Post #: 12
RE: 1.07 finalized - 10/15/2015 9:08:58 AM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
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If everything goes fine, we expect to release the update between tomorrow and earlier next week

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Post #: 13
RE: 1.07 finalized - 10/18/2015 6:22:49 PM   
tombo

 

Posts: 356
Joined: 8/4/2007
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HAPPY HAPPY!


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Post #: 14
RE: 1.07 finalized - 10/22/2015 5:02:32 PM   
terminator


Posts: 1047
Joined: 12/10/2009
From: France
Status: offline
Any hope of a release tomorrow before the weekend ?

< Message edited by terminator -- 10/22/2015 8:16:45 PM >

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Post #: 15
RE: 1.07 finalized - 10/26/2015 6:32:30 PM   
stormbringer3

 

Posts: 875
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From: Staunton, Va.
Status: offline
So much for "tomorrow or earlier next week." Unfortunately, when a game is put into this "dustbin" it takes backseat to anything in the New Releases area. This games' forum has more activity than some of the games in that area. Also, Ronald Wendt gives this game more support and upgrades than a lot of titles in the New Releases area. IMO Matrix should move this game back to the New Releases area. I think that the new game upgrades awaiting for Matrix to release would justify such a move and could bring new interest and added sales.

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RE: 1.07 finalized - 10/27/2015 12:04:04 AM   
ADMIRAL3

 

Posts: 58
Joined: 2/14/2012
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agree gatw is better than many games in the upper area

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RE: 1.07 finalized - 10/27/2015 9:32:26 AM   
terminator


Posts: 1047
Joined: 12/10/2009
From: France
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I agree with comments.
It sems to be a BIG update with plenty of new units and several new combat effects !

< Message edited by terminator -- 10/27/2015 10:55:39 AM >

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Post #: 18
RE: 1.07 finalized - 10/30/2015 1:38:20 PM   
tombo

 

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..any news to release?

looking forward to it

cheers.

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Post #: 19
RE: 1.07 finalized - 11/1/2015 3:18:17 PM   
terminator


Posts: 1047
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From: France
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I hope that the patch will go out in the days which come

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RE: 1.07 finalized - 11/9/2015 5:49:02 PM   
terminator


Posts: 1047
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From: France
Status: offline
Always no patch on the horizon ?

< Message edited by terminator -- 11/9/2015 6:49:48 PM >

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RE: 1.07 finalized - 11/10/2015 5:02:19 AM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
Status: offline
Hello terminator,

all i can say is that the installer Matrix send us, was cleared by Phobetor early last week, so my guess is further delay is linked with their release pipeline.
As i stated before, its a very busy part of the year with plenty of releases and as far as i can tell Matrix is always working to the limit to get as much done as possible. So lets keep our fingers crossed and our minds calm. 1.07 will come, like a force of nature its unstoppable.

Regards,

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RE: 1.07 finalized - 11/10/2015 12:14:17 PM   
klhbekool


Posts: 154
Joined: 3/3/2007
From: United States
Status: offline
Thank you for the update. Do you know if Matrix will get Army General?

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KLH

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RE: 1.07 finalized - 11/12/2015 5:31:32 AM   
Ronald Wendt


Posts: 1880
Joined: 6/8/2009
Status: offline
Hi KLH,

thanks for you interest in our future game Army General! Your question is something i do not like to answer at this point, because i would be speculating. If there are grounds for any news in the regard of a release date or a partnership etc., we will spread the word when its real.

I hope you can understand our position.

Regards,

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RE: 1.07 finalized - 11/12/2015 4:47:39 PM   
mmccot

 

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From: Green Bay
Status: offline

I installed the new update. Problem is the screen is all jumbled now. It used to work and I didn't change anything.

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RE: 1.07 finalized - 11/12/2015 6:26:49 PM   
Ronald Wendt


Posts: 1880
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Hi mmccot,

quote:

ORIGINAL: mmccot


I installed the new update. Problem is the screen is all jumbled now. It used to work and I didn't change anything.



I have opened a new thread in the support area for this, please continue here:

Display troubles with 1.07


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RE: 1.07 finalized - 11/12/2015 9:12:05 PM   
klhbekool


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Ronald,

Thank You for the response. Update 1.07 is great and I will just wait for Army General, it is a must buy for me.

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RE: 1.07 finalized - 11/12/2015 11:44:42 PM   
demyansk


Posts: 2840
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Hey guys,

Thanks for the update, I posted on the forum a problem of using the shortcut now to get to the matrix screen. It gives me the failed to extract project file to memory.

It likes the autorun feature in the game folder. I tried the application file and it worked but it goes straight to the game instead of the matrix screen.

Another question - I just started a game and it says 1.07 on the bottom left of the screen. However, it looks different -the map when I played with the file called Germany at War in the game folder. I am not sure if I am seeing things or what. If I uninstall the game and reload, anything I need as far as making sure I have it registered etc?

It also had the multiplayer rectangular box greyed out on the screen.

< Message edited by demjansk -- 11/13/2015 12:57:33 AM >

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RE: 1.07 finalized - 11/13/2015 6:26:08 AM   
Ronald Wendt


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Hi demjansk,

the topic of your starting problems will be continued in the support corner. As to the multiplayer option, that is my bad. Will adjust the server so it can be used with 1.07.

Regards

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RE: 1.07 finalized - 12/2/2015 7:00:14 PM   
Gloo

 

Posts: 272
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From: Chapelle-Guillaume
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Hi all !

La Gazette du Wargamer just published a review of the latest 1.07 patch ! It is an article in French that can be viewed here : http://tinyurl.com/pzaxh7o I Hope the French speakers here will have a look and enjoy it as much as I enjoyed writing it and playing the game ;)

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