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New Public Beta v2.4.1.0 for WiF

 
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New Public Beta v2.4.1.0 for WiF - 3/16/2017 5:28:52 PM   
Indirectlemon

 

Posts: 35
Joined: 11/12/2015
Status: offline
Hi Everyone,

The next public beta for World in Flames (v2.4.1.0) is now available in the Members Club

Please check it out and note any new issues with the listed changes.


Change History:


    DOW

    • Fixed a problem with the DOW subphase Neutrality pacts where the Pacts form was not being displayed. This seems to have only been a problem in Head-to-head games.

    Air Operations

    • Fixed a recently created bug with multiple air-to-air combats not advancing to another combat after the first one is resolved.
    • Fixed a recently created cosmetic bug in air-to-air combat where the air units were not being shown when the form first appeared.

    Naval Operations

    • Added a check to avoid a possible fatal error in returning from a naval interception digression.
    • Disabled splitting convoy units which are currently selected: from the detailed map, using the Flyouts form, or using the Naval Review Details form. You can still use the Select Units form to split selected convoy units. The better way to split convoys is to simply right click on the convoy unit. What this code change does, is it stop players from selecting a convoy unit (left click) and then trying to split it (right click to bring up the Unit Menu). If that sequence is now done, the menu item Split no longer appears.

    Land Operations

    • Fixed a couple of problems calculating whether units belonging to minor countries can leave their home countries. Previously it was possible to move extra units out when there was an odd number of units belonging to the minor country on the map.
    • Made some more corrections to limits on minor country units leaving their home country. Now, for example, the case where a player has numerous transports in a major port and tries to use them to move 3 land units and 2 air units out of the country in one naval move, during the naval movement phase, is prevented unless the player has an additional 4 land/air units still remaining in the home country.
    • Fixed a non-fatal error in Advance After Combat with a division that had never moved. I am not sure if this problem would be repeatable, but it occurred during a game I was playing, so I was able to figure it out and fix it immediately.
    • Fixed several problems with UndoData not being cleared, which left units marked as having moved in subsequent impulses/phases/turns. This primarily affected NetPlay games.

    Supply

    • Added some checks to force the recalculation of supply paths when a game is restored.
    • Fixed a problem with permitting supply to be traced through enemy Zones of Control in completely conquered minor countries (which are technically ‘neutral’).
    • Increased the maximum distance that a notional unit can trace a path to a supply source from 20 supply hexes (i.e., desert costs 2) to 29. This lets a Libyan notional unit trace to Tripoli from any hex along the coast of Libya, assuming there aren’t enemy units or enemy controlled hexes blocking the path.

    Production Planning

    • Fixed a problem with Production Planning when trying to build the list of available factories to use in production; this problem was unique for Barbarossa.

    Production

    • Fixed a bug in how long newly created convoys take to arrive. Now it is always 4 turns.

    Other

    • Added a check to avoid a possible problem with transitioning from one phase to another. This change had to do with resetting/clearing the values for Undo for each unit on the map.

    NetPlay

    Reviewing Games

    • When reviewing NetPlay games, the local major power is now correctly restored on both computers.

    Reinforcements

    • Fixed a problem with Reinforcements where air units newly assigned pilots were not appearing in the Setup Tray.

    Air Operations

    • Fixed a problem with air units returning to base, after an air-to-air combat, not appearing in the Selectable Units form, or even being selectable from the detailed map.
    • Fixed a problem with Air-to-air Combat where the buttons to Abort or Stay were visible and enabled but unresponsive.
    • Fixed a problem with naval air-to-air combat when surprise points are used to change the air-to-air combat odds.
    • Fixed a problem with carrier air units returning to their carriers after a naval air-to-air combat causing the form for landing carrier air units appearing on both computers, even though only one side has carrier air units landing.
    • Fixed a problem with air-to-air combat odds only being shown correctly on one computer after surprise points were used to change the odds.
    • Added internal flags so the form for spending surprise points only appears once for each subphase of a port attack/naval combat. The exception is for choosing specific targets, which can legally occur multiple times. This change is cosmetic, in that it merely prevents the Spend Surprise Points form from reappearing needlessly.
    • Fixed a problem with using surprise points for anti-aircraft fire leaving the Ok Done button enabled on the Antiaircraft Fire form when there are still damage points to be applied.
    • Added code to correct a problem with saved games where a carrier air unit appeared on a carrier twice.
    • Added code to prevent a carrier air unit from being placed on a carrier twice.

    Naval Operations

    • Fixed an occasional fatal error when the program was trying to report Naval Combat Results on a computer when that form is not currently showing.
    • Fixed a problem with overrun naval units that were captured not being moved to the repair pool on both computers.
    • Fixed a problem with destroying naval units that cannot return to base only occurring on one computer.
    • Fixed a problem with overrun + intercepted + aborted naval units appearing as moving units (i.e., in the moving stack/cursor) on both computers, instead of just the computer belonging to the player who is aborting the units.
    • Fixed a fatal error that occurred when overrun + intercepted convoy units had to take more destroyed/damaged/aborted results than there were convoys.

    Production

    • Fixed a problem with restoring an autosaved saved game from the Scrap Destroyed Units phase causing each major power to be processed twice.
    • Made some changes to how production is processed so each major power gets the correct number of build points.

    Supply

    • Fixed a problem with the data for Undoing movement not being stored on the computer belonging to the player NOT moving units. This caused problems because supply was not being recalculated after undoing moves. The worst case was when a unit moved out of supply, its move was undone, and then it was moved again. On the non-phasing side’s computer, the second move was causing the unit to become disorganized because that computer had the unit starting as OOS for its second move.

    Conquest

    • Fixed a problem with conquest where the change in Hex Control was not occurring on both computers.
    • Added some code so when a country is conquered, that fact appears on both computers.

    Informative Messages

    • Changed the Connection Lost error messages to provide with more information about what the program is trying to do when it detects a dropped connection. Previously #141 would be reported from a couple dozen different places in the code. Now there are 10 different error codes to identify exactly when the problem happens.
    • Added a text message to be displayed each time a partisan is created. This is so both players know what is happening. Note that all partisan units to be created are created before any of them are placed on the map.
    • Added informative messages about the Faeroes being occupied by the Commonwealth when Denmark is conquered. A different message is shown when a governed area is converted to a minor country (e.g., Greenland when Denmark is conquered).
    • Added messages about how surprise points are spent and how many remain.
    • Added a message reporting on failed die rolls for the end of turn.


_____________________________

Lucas Young

Production Assistant

Post #: 1
RE: New Public Beta v2.4.1.0 for WiF - 3/16/2017 5:45:47 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
There is a problem with this. The file size in the Members Club is ZERO. There must be a problem with the file.

Dave

(in reply to Indirectlemon)
Post #: 2
RE: New Public Beta v2.4.1.0 for WiF - 3/16/2017 7:47:25 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Did you try it? The download link works for me here and does not deliver a 0kb file.

I will check to see why the description says 0kb though, that should not be.

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to davidachamberlain)
Post #: 3
RE: New Public Beta v2.4.1.0 for WiF - 3/17/2017 1:51:35 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
It is downloading for me.

_____________________________

Paul

(in reply to Erik Rutins)
Post #: 4
RE: New Public Beta v2.4.1.0 for WiF - 3/17/2017 4:27:43 AM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
Thanks, Erik. I am trying to download now and it looks like the size is okay. I guess the glitch is with the forum and not the file.

Dave

(in reply to Erik Rutins)
Post #: 5
RE: New Public Beta v2.4.1.0 for WiF - 3/17/2017 9:33:35 AM   
HybridSpyda

 

Posts: 72
Status: offline
Hi Everyone,

We have resolved the issue where the incorrect filesize was being displayed.
It will now read as 812.57 mb.

Happy Gaming!
Matthew

_____________________________

Matthew Ravenwood

QA & Operations Manager


(in reply to davidachamberlain)
Post #: 6
RE: New Public Beta v2.4.1.0 for WiF - 3/17/2017 7:52:01 PM   
gw15


Posts: 919
Joined: 3/21/2010
Status: offline
Please realize that some people have a limit on their data usage per month and having to download .8GB is not only eating up that usage
but taking a long time.

quote:

ORIGINAL: HybridSpyda

Hi Everyone,

We have resolved the issue where the incorrect filesize was being displayed.
It will now read as 812.57 mb.

Happy Gaming!
Matthew


(in reply to HybridSpyda)
Post #: 7
RE: New Public Beta v2.4.1.0 for WiF - 3/17/2017 9:44:45 PM   
ncc1701e


Posts: 7380
Joined: 10/29/2013
From: Utopia Planitia Fleet Yards
Status: offline
Great! Downloading right now

(in reply to gw15)
Post #: 8
RE: New Public Beta v2.4.1.0 for WiF - 3/19/2017 7:23:47 PM   
CanInf

 

Posts: 275
Joined: 4/8/2014
Status: offline
downloaded and good to go... looking forward to using it!

(in reply to ncc1701e)
Post #: 9
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