Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Old v01.02.01 Public Beta Available

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> Old v01.02.01 Public Beta Available Page: [1]
Login
Message << Older Topic   Newer Topic >>
Old v01.02.01 Public Beta Available - 11/4/2021 10:37:34 AM   
HybridSpyda

 

Posts: 72
Status: offline
Hi Everyone!

We have a new installer version for the Public Beta, which you can find on the Store page or 'My Page' if you're logged in and have the game registered.

v01.02.01 – Changelog

    New Features and Rule Changes
      • Added new preference screen items:
        o Show videos – Defaulted on, this allows you to turn off opening and end game videos.
        o Export Battle Details (CSV) – Defaulted off, when on it will generate a report In the /logs folder inside the save directory for the game. The report will contain the high detail level messages from combat.
        o Pre-logistics Auto Save – Defaulted off, when on a save will automatically be created just before the start of each player’s logistics phase.

      • Lowered the chance of intercepting transports missions that are flying behind friendly lines (further from the front the lower the chance of intercepts).
      • Rule Clarification – It is possible for vehicles to transport freight from one depot to another depot that is not connected to the rail grid. This is generally rare, but possible.
      • Added Living Manual v1.08.pdf file in the \Manuals folder. This is up to date with changes through game version 1.01.15.

    Bug Fixes and AI Improvements
      • Fighters that are not assigned to a non-ground support AD are no longer auto-intercepting enemy ground support . Fixed.
      • Frozen units can be transferred to TBs. Fixed.
      • There is a way to transfer aircraft without miles travelled being charged. Fixed.
      • It was found that one of the functions that calculates the range between hexes could return invalid ranges. This was found when a unit at the corner of an air superiority box was not properly covered by the air superiority fighters. Fixed.
      • The CR/Equipment/Aircraft compare window was not scaling. Fixed.
      • Text in the Battle Report Detail/Air Combat tab is smaller than other text. Fixed.
      • Under some circumstances, when the Astrakhan to Baku rail is cut, a large portion of the Soviet Caucasus became isolated when it shouldn’t. Fixed.
      • When clicking on the show combat recon button, the show city recon graphics are shown at the top of the screen (instead of show combat rec on). Fixed.
      • When pressing shift-t repeatedly, it only toggles between combat and city recon and does not turn off the show recon. Fixed.
      • Air unit range circles are not correct. Fixed.
      • AI – Improved a move to routine used by attacking AI which will make it more likely to attack units in the way.
      • AI – Improved filling gaps in the defensive line.

    Data and Scenario Changes
      • Ground.dat changes:
        o Increased the front armor of the Tiger from 105 to 107 and side armor from 73 to 80 as a result of research while developing a rule for implementing Schuerzen (the 73 was definitely an error)
        o Decreased the Reliability of the King Tiger and Jagdtiger from 60 to 55 based on a video on the King Tiger from the British Tank Museum
        o Standardized the MG ammo of the various T-34s (76mm) at 2898 rounds
        o 45mm M37 AT Gun production increased from 250 to 320 per week and scrapping removed
        o 45mm M42 AT Gun production decreased from 78 to 74 per week
        o 57mm ZiS-2 AT Gun production decreased from 85 to 82 per week
        o Fixed name in element 435 (stielgranate)

      • Device.dat changes:
        o Adjusted device #15 to reflect Polish aircraft guns were 7.92 caliber
        o Fixed name in device 562 (stielgranate)

      • Leader.dat change – renamed 874 Falakeev to Falaleyev
      • Added photo - 511 37mm vz.37 AT Gun
      • Changes to map (city/maptext/factory/cityowner/hex files):
        o 0501 Immola AF (173,104) -> renamed Nummela AF
        o 1500 Mogilev (205,147) -> Armaments fac relocates to Barnaul in early July, 8 of 12 HI points relocate to Kuybyshev in early July
        o 1558 Mogilev-Podolsky (205,192) -> Armaments fac improperly dated relocation removed
        o 2926 Chaplynka (234,199) -> add Axis capture date September 12, 1941
        o 2966 Siversky (194,108) -> add Axis capture date August 28 1941
        o 2978 Brighton and Hove (81,181) -> remove invalid city owner change
        o several stray city owner changes removed
        o 436 Jesau -> removed trailing space
        o 504 Utti -> removed trailing space
        o 971 B taszj (166,219) -> corrupted name fixed, special characters did not work
        o 975 -> corrupted name fixed, special characters did not work
        o 977 -> corrupted name fixed, special characters did not work
        o 1162 Milowitz -> remove trailing space
        o repairs made to broken/invalid rail links in neutral countries

      • Stalingrad to Berlin changes:
        o Roslavl Airbase spelling corrected.
        o 1st SS Ital Inf Bde changed from an Italian unit to an Axis Generic unit so it will arrive in the IT TB after the Italian Surrender
        o 24th SS Mountain Division changed from an Italian unit to an Axis Generic unit so it will arrive in the BA TB after the Italian Surrender
        o Changed the wording of some events for capitalization and uniformity. i.e. US 9th Army was given credit for taking Bavaria not the US 7th Army.

      • Vistula to Berlin changes - Changed the wording of some events for capitalization and uniformity.
      • Ac.dat changes:
        o Bf 109F-4 has droptanks available 6/41
        o 0049 Go 244 - maxload reduced to 2000kg
        o 0377 TB-3 - maxload increased to 5000kg, changes to bombload options internal fuel and endurance reduced, add aux fuel tanks to gain back range for light loads
        o 0378 TB-3G-2 - internal fuel and endurance reduced, add aux fuel tanks to gain back range for light loads
        o 0383 Li-2 - internal fuel and endurance reduced, maxload reduced to 2000kg add aux fuel tanks to gain back range for light loads
        o 0384 Li-2VV - internal fuel and endurance reduced/add aux fuel tanks to gain back range for light loads
        o C-47/Dakota (multiple variants) - internal fuel and endurance reduced, maxload increased to 6500 lbs add aux fuel tanks to gain back range for light loads
        o Ju 52/3m (multiple variants) - internal fuel, endurance and cruise speed reduced, maxload increased to 2200kg add larger aux fuel tanks to gain back range for light loads crew reduced to 3, armor increased to 1 (some crew armor present like armored seat)
        o SM.75/81/82 (multiple variants) - internal fuel and endurance reduced/add aux fuel tanks to gain back range for light loads
        o New - 0226 PZL 23B (RU)




Happy Gaming!

< Message edited by JosephStephenson -- 11/19/2021 4:03:10 PM >
Post #: 1
RE: New v01.02.01 Public Beta Available - 11/4/2021 10:49:22 AM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
Lol as usual, the links don't work. Why does this keep happening?

(in reply to HybridSpyda)
Post #: 2
RE: New v01.02.01 Public Beta Available - 11/4/2021 10:56:01 AM   
HybridSpyda

 

Posts: 72
Status: offline

quote:

ORIGINAL: actrade

Lol as usual, the links don't work. Why does this keep happening?


The "North America 1" mirror works for me, have you tried the other mirrors?
What error are you seeing when attempting to download?

_____________________________

Matthew Ravenwood

QA & Operations Manager


(in reply to actrade)
Post #: 3
RE: New v01.02.01 Public Beta Available - 11/4/2021 11:03:40 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
You already get a save prior to the Air Planning phase. What is the value of a save prior to your logistics?

Thanks.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to HybridSpyda)
Post #: 4
RE: New v01.02.01 Public Beta Available - 11/4/2021 11:10:44 AM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
Just started working.

(in reply to MarkShot)
Post #: 5
RE: New v01.02.01 Public Beta Available - 11/4/2021 11:18:27 AM   
malyhin1517


Posts: 1426
Joined: 9/20/2015
From: Ukraine Dnepropetrovsk
Status: offline

quote:

ORIGINAL: HybridSpyda


quote:

ORIGINAL: actrade

Lol as usual, the links don't work. Why does this keep happening?


The "North America 1" mirror works for me, have you tried the other mirrors?
What error are you seeing when attempting to download?

At first, I also did not manage to download the patch from any of the links, I downloaded it from ftp. But now the first link is already working.

_____________________________

Sorry, i use an online translator :(

(in reply to HybridSpyda)
Post #: 6
RE: New v01.02.01 Public Beta Available - 11/4/2021 11:20:13 AM   
malyhin1517


Posts: 1426
Joined: 9/20/2015
From: Ukraine Dnepropetrovsk
Status: offline

quote:

ORIGINAL: HybridSpyda


quote:

ORIGINAL: actrade

Lol as usual, the links don't work. Why does this keep happening?


The "North America 1" mirror works for me, have you tried the other mirrors?
What error are you seeing when attempting to download?



_____________________________

Sorry, i use an online translator :(

(in reply to HybridSpyda)
Post #: 7
RE: New v01.02.01 Public Beta Available - 11/4/2021 11:27:32 AM   
Teo41_ITA

 

Posts: 151
Joined: 9/2/2021
Status: offline
North America 1 works for me! Plenty of fixes as always!!

(in reply to malyhin1517)
Post #: 8
RE: New v01.02.01 Public Beta Available - 11/4/2021 1:08:46 PM   
GibsonPete


Posts: 308
Joined: 11/5/2014
Status: offline
North America 1 downloads. Thank you for the update.

_____________________________

“Reader, suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself.”

(in reply to Teo41_ITA)
Post #: 9
RE: New v01.02.01 Public Beta Available - 11/4/2021 3:56:25 PM   
cblattmann


Posts: 77
Joined: 6/13/2019
Status: offline
Works for me. Thanks for the update.

(in reply to GibsonPete)
Post #: 10
RE: New v01.02.01 Public Beta Available - 11/4/2021 6:37:16 PM   
Rosencrantus

 

Posts: 318
Joined: 1/9/2021
From: Canada
Status: offline
Is the issue with fighters not intercepting GA fixed? I tested it out myself by placing fighters on GS and seeing if they still intercept and I'm getting mixed results.

(in reply to cblattmann)
Post #: 11
RE: New v01.02.01 Public Beta Available - 11/4/2021 6:43:47 PM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
Yes it is confirmed interception is now working both ways.

GS and those not assigned.

_____________________________


Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to Rosencrantus)
Post #: 12
RE: New v01.02.01 Public Beta Available - 11/4/2021 8:08:40 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
The bug with not intercepting ground support should be fixed. The lack of intercepts in the air execution phase of ground attacks on units and other targets can still be difficult to do if far from friendly airbases. However, air superiority should work better at intercepting all raids after the fixes for that.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Zovs)
Post #: 13
RE: New v01.02.01 Public Beta Available - 11/4/2021 8:37:04 PM   
dgrimes

 

Posts: 80
Joined: 8/18/2018
Status: offline
Still receive a limited combat message for ground combat even when message level is set at 7. Also, cannot reset message display level higher than 3 during game.

_____________________________


(in reply to Joel Billings)
Post #: 14
RE: New v01.02.01 Public Beta Available - 11/4/2021 8:44:08 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Unfortunately Gary and I are getting intermittent high detail levels (and I can pin down what's causing it not to show up sometimes). When we asked Pavel to look at it he said he was getting the high details. I intend to speak with him about it to see if we can get it to repeat for him so he can try and fix it. Are you never seeing the full ground combat details?

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to dgrimes)
Post #: 15
RE: New v01.02.01 Public Beta Available - 11/4/2021 10:06:42 PM   
Rosencrantus

 

Posts: 318
Joined: 1/9/2021
From: Canada
Status: offline

quote:

ORIGINAL: Joel Billings

The bug with not intercepting ground support should be fixed. The lack of intercepts in the air execution phase of ground attacks on units and other targets can still be difficult to do if far from friendly airbases. However, air superiority should work better at intercepting all raids after the fixes for that.


Can fighter assigned to a GS mission intercept GA? Or do I have to have fighters unassigned in order to intercept GA?

(in reply to Joel Billings)
Post #: 16
RE: New v01.02.01 Public Beta Available - 11/4/2021 10:23:04 PM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
I have seen both intercept.

_____________________________


Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to Rosencrantus)
Post #: 17
RE: New v01.02.01 Public Beta Available - 11/5/2021 1:46:07 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
Various bugs/issues:

Air action for enemy AI phase is not appearing on screen like WITW (and WITE2 for the AI). This is very dull to watch minutes of air action "off camera". PLEASE FIX. Thanks.

Yes, when the combat takes place too quickly with; meaning with extremely high ratios no messages are shown, but the ratio in the realtime window. In WITW, it always says routed, destroyed, surrender. Yes, I am going to keep comparing against WITW, since many things are working properly there. And you cannot fool me. WITE2 was coded on WITW. If working functionality is lost, it is due to coding issues.

From memory, as I cannot play right now, the clicking mouse sound is mute when switched through map recon display modes.

From memory, I think interdiction has stopped showing up in this display overland (the interdiction you create).

The CSV seems like they could be very useful, but I don't see anyway to connection one of 100 battles with the ith numbered battle in COL A. It would be nice if some kind soul worked out some Excel macros to load and work with this stuff.

What can be done with a loadable pre-logistics save?

I understand why all defaults reset, because you changed the layout of the preference file. It's a small thing "out of the box experience". Except when the booming music wakes your wife. :)

Thank you for the code update.

I may terse above. It is the morning, and I am rushing. I stayed up late to test. But I really appreciate 2by3 efforts, the beta team, and the community. Ultimately, it is all of you that will make a game that stands supreme until there is a WITE-3. Thanks, again.

< Message edited by MarkShot -- 11/5/2021 1:51:50 AM >


_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to Zovs)
Post #: 18
RE: New v01.02.01 Public Beta Available - 11/5/2021 4:15:54 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline

quote:

ORIGINAL: MarkShot

Various bugs/issues:

Air action for enemy AI phase is not appearing on screen like WITW (and WITE2 for the AI). This is very dull to watch minutes of air action "off camera". PLEASE FIX. Thanks.

You posted in the tech support forum about this. See my latest response.

Yes, when the combat takes place too quickly with; meaning with extremely high ratios no messages are shown, but the ratio in the realtime window. In WITW, it always says routed, destroyed, surrender. Yes, I am going to keep comparing against WITW, since many things are working properly there. And you cannot fool me. WITE2 was coded on WITW. If working functionality is lost, it is due to coding issues.

At around what odds are you no longer seeing a message? Can you provide a save with a repeatable case? If so, please open a thread in tech support area. Thanks.

From memory, as I cannot play right now, the clicking mouse sound is mute when switched through map recon display modes.

I just tried it and got the clicking sound for recon button.

From memory, I think interdiction has stopped showing up in this display overland (the interdiction you create).

Interdiction values show up on land for me. Did you have the button turned on to show the values?

The CSV seems like they could be very useful, but I don't see anyway to connection one of 100 battles with the ith numbered battle in COL A. It would be nice if some kind soul worked out some Excel macros to load and work with this stuff.

When I went to the CR screen, it the id number correlated with where it appeared in the list of battles (i.e. 9 was the 9th battle listed from top to bottom in the screen.

What can be done with a loadable pre-logistics save?

This is something we always had a way to access via a shortcut command line option. It is extremely useful when using saves to debug, as it allows us to have a save right before the logistics phase (and just after the AI moves). A player might want to have a save at the end of their turn to review where things stood at the end of a turn. I wish all players would use it as it would make tracking down and fixing bugs so much easier. Since steam doesn't allow command line options, we had to put those into the preference screen.


I understand why all defaults reset, because you changed the layout of the preference file. It's a small thing "out of the box experience". Except when the booming music wakes your wife. :)

I don't know a way around that, sorry. I don't like it either.

Thank you for the code update.

I may terse above. It is the morning, and I am rushing. I stayed up late to test. But I really appreciate 2by3 efforts, the beta team, and the community. Ultimately, it is all of you that will make a game that stands supreme until there is a WITE-3. Thanks, again.



_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to MarkShot)
Post #: 19
RE: New v01.02.01 Public Beta Available - 11/5/2021 4:28:15 PM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
Ratios of 50-100:1.

You can reproduce by playing the '41 grand campaign (with sudden death) as the Germans. Attack empty Soviet fortifications. You should get very high ratios.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to Joel Billings)
Post #: 20
RE: New v01.02.01 Public Beta Available - 11/5/2021 4:34:08 PM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
I just checked the battle screen. You are talking about the default numbered sequence of maybe 100s of battles.

Can't you just just put the ID in the report, in the AAR screen, and in the mouse rollover? That would be so much more sensible.

Thanks.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to MarkShot)
Post #: 21
RE: New v01.02.01 Public Beta Available - 11/5/2021 4:36:34 PM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
Yep, just attack empty forts on day on T1. Very easy to reproduce.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to MarkShot)
Post #: 22
RE: New v01.02.01 Public Beta Available - 11/5/2021 4:38:59 PM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
I am getting the click with recon overlay changes. I cannot reproduce this. Sorry.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to MarkShot)
Post #: 23
RE: New v01.02.01 Public Beta Available - 11/6/2021 4:20:46 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
Joel,

It seems the problem with no attack conclusion display at high ratios is only when the attack type is HASTY.

Thank you.

< Message edited by MarkShot -- 11/6/2021 4:40:30 AM >


_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to MarkShot)
Post #: 24
RE: New v01.02.01 Public Beta Available - 11/6/2021 4:55:45 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
POSSIBLE BUG

SCENARIO = 1941 with Sudden Death

PLAYER = USSR

STARTING ZOOM = MAX-IN

PROBLEMS:

(1) Scenario load hangs during initialization. This is before the save directory prompt appears. This requires termination via TASK MANAGER.

(2) After this resetting STARTING ZOOM = IN, other scenarios are still hanging on the load.

(3) It seems some intermediate load corruption exists if you kill the game process.

(4) How to clear the condition? Reset STARTING ZOOM = IN, and load a very small scenario as AXIS where the Germans go first.

---

I think this problem may be hard to reproduce and/or debug. But mainly I am reporting this if you get players who complain that scenarios will not load. It might be due to this. I have not further time to investigate; this came up when trying to make AD videos to compare WITW and WITE2 behavior.

Thanks.

PS: I could send a video of this happening that is all I can provide beyond the above.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to MarkShot)
Post #: 25
RE: New v01.02.01 Public Beta Available - 11/6/2021 4:59:06 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline

quote:

ORIGINAL: MarkShot

Joel,

It seems the problem with no attack conclusion display at high ratios is only when the attack type is HASTY.

Thank you.


BTW, I spotted this by launching the 1941 (Sudden Death) with PLAYER = USSR. Very quick to see while watching the AI attacks. My MSG=1.

_____________________________

(於 11/13/21 台北,台灣,中國退休)

(in reply to MarkShot)
Post #: 26
RE: New v01.02.01 Public Beta Available - 11/8/2021 6:47:10 PM   
Jango32

 

Posts: 307
Joined: 3/15/2021
Status: offline
Was there anything changed with land combat? I'm getting a few different results consistently compared to .15 combat. Same battles, different patch essentially.

(in reply to MarkShot)
Post #: 27
RE: New v01.02.01 Public Beta Available - 11/8/2021 7:10:19 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
There were no ground combat changes since 1.01.15. 1.01.15 had all the major ground combat changes.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Jango32)
Post #: 28
RE: New v01.02.01 Public Beta Available - 11/8/2021 7:31:35 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline

quote:

ORIGINAL: MarkShot

Joel,

It seems the problem with no attack conclusion display at high ratios is only when the attack type is HASTY.

Thank you.


I am seeing this with normal attacks as well, although only with the fort units.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to MarkShot)
Post #: 29
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> Old v01.02.01 Public Beta Available Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.594