Public Beta 1.03 v3 is Now Available! (Full Version)

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Andrew Loveridge -> Public Beta 1.03 v3 is Now Available! (2/10/2011 10:55:59 PM)

We have a new version of Public Beta 1.03 for Gary Grigsby's War in the East in the Members Club now. It includes a host of changes and tweaks, listed below. Please give it a try, and let us know what you think. You will need to Register your game, if you haven't already. Please remember this is a beta, but we do hope to make all these changes, plus those in the previous versions, official as soon as possible.



    New Features and Rule Changes

      1) Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
      2) New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
      3) New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds it’s national morale by 30 points or more.
      4) New Rule – Axis leaders that are limited to Army and Corps commands only that achieve the rank of Feldmarschall are permitted to command Armies.
      5) New Rule – Isolated units will fire only ¼ as much as they would if they were not isolated in order to save ammunition.
      6) New Rule - On map Soviet air groups with no aircraft can be disbanded automatically before 1943.
      7) Rule Change – For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
      8) Rule Change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
      9) Rule Change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
      10) Rule Change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
      11) Rule Changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
      12) Rule Change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
      13) Rule Change and New Rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
      14) Rule Change – The 2nd Polish Army mentioned in section 19.3 of the manual will never enter the game before 1944.
      15) Rule Changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
      16) Rule Change – The undo command will no longer work once an air mission has been flown. This prevents a player moving an air base, using it as a staging base for a mission and then undoing the air base’s move.
      17) Rule Change – Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
      18) Rule Clarification – Units that rout may only move to cities/towns that are less than 24 hexes away and which are on a linked rail line or are a linked port. If they are unable to rout move to a valid HQ or city/town, they will surrender.
      19) Formula Change – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
      20) Formula change – Increased the chance that defending fighters will be able to intercept recon missions.
      21) Formula Change - Made an adjustment to the section 15.8.1 rule in the rules addendum regarding units that have no hex to retreat to. Originally this rule never applied to units with a morale of greater than 75. Now it never applies to units with a morale greater than 60. Also, the chance of this happening to qualifying units has been reduced.
      22) Rule Change – There are now less restrictions for changing the aircraft in an air group. Aircraft can be changed if:

        1. Aircraft types are the same
        2. Tactical Bombers can switch to Fighter Bombers
        3. Fighter Bombers can switch to Tactical Bomber if the group is trained as bombers
        4. Fighter Bombers can switch to Fighters or Jet Fighters if the group is trained as fighters
        5. Fighters can switch to Fighter Bombers and Jet Fighters
        6. Jet Fighters can switch to Fighter Bombers and Fighters
        7. NBAP groups can switch only to U-2 Tactical Bombers
        9. ZG groups can switch to Night Fighters and Fighter Bombers
        10. JG groups cannot switch to the Bf110
        11. Groups with the Bf110 cannot switch to the Bf109
        The AI can use these new rules to swap aircraft in the group automatically.

      23) Formula Change – The chance and amount of morale reduction incurred by isolated units in the logistics phase has been reduced.
      24) Formula Change – Larger sized construction support units will be more likely to be sent to repair rail hexes with damage greater than 19.
      25) Formula change - Increased the amount of planes destroyed during training, but decreased the impact of each lost plane on the group’s experience (less pilots assumed killed).
      26) New Interface - Added an interface window to provide information when upgrading aircraft. Accessed from the group detail window when the group is set for Manual Aircraft Change. Click on the word ‘Manual’. The window will display the possible aircraft alternatives and for each, the amount of aircraft in the pool, the amount of aircraft in air groups, and the number of factories. Allows for navigation to appropriate information windows and back. Also allows players to compare aircraft.
      27) Improved German AI first turn script in the 1941-45 Campaign.

    Bug Fixes

      1) Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
      2) Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
      3) Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
      4) Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
      5) Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
      6) Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
      7) Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
      8) Increased the probability of artillery and infantry weapons being produced from armaments.
      9) Deleted the temp file created when a Multiplayer game is saved to the server.
      10) Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
      11) Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
      12) Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
      13) Fixed a bug involving vehicle usage during the replacement phase.
      14) Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
      15) Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
      16) Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
      17) Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
      18) Fixed a bug with aircraft that could result in players getting a “no more slots available” when attempting to upgrade aircraft.
      19) All damaged elements were being returned to the pool whenever a ground unit changed its OB. This was not intended and has been changed so it does not happen.
      20) In small scenarios with limited production, made sure that only the supplies needed for the reduced production levels are expended.
      21) Fixed the interface so that when in recon mode, right clicking on the right side panel will bring up the air base detailed information window instead of launching a recon mission.
      22) Fixed a bug where the AI was improperly railing factories out of cities adjacent to enemy units.
      23) Fixed a bug where non-Rumanian units attached to a Rumanian HQ could still be listed as attached to the HQ after it had become a Soviet unit upon Rumanian surrender.
      24) In some cases, Finnish units were incorrectly able to attack once they were over the Finnish no attack line. This has been corrected so that until the 2 Leningrad hexes have been taken, the Finns can never attack when south of the line.
      25) Fixed the G hotkey so that it will never assign a non-security unit to a RHG HQ.
      26) When using FOW, the fogged up CV values of enemy units were not being saved off when saving a game and cleared properly when exiting a game. This could lead to anomalies in CV values when repeatedly loading save games. This was only a display issue and did not impact the unit’s real CV in combat. This has been fixed.
      27) Fixed a bug that prevented Soviet Amphibious landings against enemy controlled hexes.
      28) Fixed a bug where Rumanian units were being allowed to move north of the Axis Ally Limit Line.
      29) Fixed a bug where aircraft could be removed from the production pool.
      30) Fixed a bug where a player could move a unit and then perform an HQ buildup and then undo the previous move and regain the AP spent on the HQ buildup. Now, once an HQ buildup is performed, no moves done prior to it are undoable.

    Data and Scenario Changes

      1) The following data files were changed: wrdevice.dat, wrleader.dat, wrac.dat, wrob.dat.
      2) Tweaked the blast radii of many of the devices to correct for rounding errors.
      3) Changed the German 88mm Anti-tank Gun to Heavy AT-Gun type. This change should keep the 88mm ATG out of units it shouldn’t go to as well as keeping lighter ATGs out of German heavy anti-tank gun battalions.
      4) Corrected the number of hand grenades (as devices) in Panzer Grenadier Squads 99 & 100. It read 8 but should have been 1.
      5) Changed all ground element end dates of 5/45 or later to a consistent 9/45. This fix is to correct production stopping in games going past 5/45 for many ground elements.
      6) Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will fix the problem where 3 guard tank brigades could not be merged into a Tank Corps and 2 guards and 1 non-guards were merging into regular Tank Corps.
      7) Added OB 393 43 Heavy Panzer Battalion (-) to be the TOE for the 101st SS Heavy Panzer Battalion.
      8) Changed Slovakian leaders so they can command both ground and air HQ’s.
      9) Added OB 470 44c SS Panzer Division for the Tigerless Wiking Division. OB 115 has been renamed from 44c SS Panzer Division to 44d SS Panzer Division.
      10) Changed Go 145C(48) type to Tactical Bomber
      11) Reduced the build limit for the U-2(transp) to 5 and U-2(recon) to 2.
      12) Changed FW 190F type to Tactical Bomber
      13) Changed FW 190G type to Tactical Bomber
      14) Modified build limit for Ta 152H to 4
      15) Added drop tanks for the FW190G, increasing its range
      16) Renamed Bf 109G-6/R6 to Bf 109G-6/R2
      17) Changed production rates and build limits for Fw-190 planes
      18) Fixed FW190 and U-2 production in scenarios
      19) Changed the Rifle Squad in the 42 Motorized Brigade (OB 93) from ground element 797 (not produced till 1943) to in production element 793.
      20) Changed the production start date of the Reconnaissance Squad (776) from 9/42 to 4/42 to correspond to available date of 42 Motorized Brigade.
      21) Changed a couple of Soviet Air Leaders for 1941 Campaigns and scenario
      22) Removed the 6th Panzer Army from arrival schedule
      23) Added 101st SS Heavy Panzer Battalion to all campaigns to arrive on 12 Nov 43 and withdraw on 9 Jan 44
      24) 1st SS Panzer Division arrival date bumped up a couple of weeks to 12 Nov 43 (was 2 Dec 43)
      25) 1943 Campaign German leader changes
      26) Standardized German Corps names across the campaigns and scenarios. Replaced the 'XL' in all German Corps names with 'XXXX'




Pawsy -> RE: Public Beta 1.03 v3 is Now Available! (2/10/2011 10:57:50 PM)

thanks you [&o]




CharonJr -> RE: Public Beta 1.03 v3 is Now Available! (2/10/2011 10:58:13 PM)

Great :)




Lowlander2010 -> RE: Public Beta 1.03 v3 is Now Available! (2/10/2011 11:12:17 PM)

Cool...thansk you very much :)




Klydon -> RE: Public Beta 1.03 v3 is Now Available! (2/10/2011 11:24:00 PM)

Good news indeed, except I am looking for it and don't see it. [&:]

*Edit* Found it. Not the easiest thing to find..




Senno -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 1:01:48 AM)

Hooray, hooray.




Pipewrench -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 1:18:54 AM)

fantastic work!!![&o]




heliodorus04 -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 1:25:50 AM)

If I'm in a Multi-player game, does a patch work if I install it and my opponent does not?
I received a turn this morning (and frankly I don't even know what version my opponent is playing) and waited till this release to play mine.  I'm wondering if it will have any impact (for swamps, specifically).




2ndACR -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 1:28:24 AM)

Always best to make sure you both are on the same version. Never know when that will create chaos and have the Devs running in circles trying to figure out how and why.

I know in WITP running different versions caused all kinds of problems.




JFalk68 -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 2:38:12 AM)

I'm not in the members club for this game, I am registered though. How do I join the members club?




Joel Billings -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 2:45:42 AM)

You can always go to the Slitherine website and contact your opponent since his game name is also his Slitherine account name. It is best that you use the same version if at all possible. It's hard to say what might go wrong if you have different versions. If you use different versions then at a minimum you will be playing with different rules (when you attack on the new version the swamp bug will be fixed, but during your opponent's turn it would not be fixed if he was using an older version).




Joel Billings -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 2:46:49 AM)


quote:

ORIGINAL: JFalk68

I'm not in the members club for this game, I am registered though. How do I join the members club?


Go here and register to be a member: http://www.matrixgames.com/members/




JFalk68 -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 2:50:17 AM)

Thanks Joel, I figured it out. I am a member but I got thrown a bit when I saw some of my games had the word "members" next to "registered".

I see the update now, sorry I had a long day at work and the brain isn't working right :)




DrewBlack -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 7:55:17 AM)

Wohooo[:'(]

I wake up to this get in, my last day of paternity leave to ;-(

Drew




alfonso -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 8:14:45 AM)


quote:

ORIGINAL: Joel Billings

You can always go to the Slitherine website and contact your opponent since his game name is also his Slitherine account name. It is best that you use the same version if at all possible. It's hard to say what might go wrong if you have different versions. If you use different versions then at a minimum you will be playing with different rules (when you attack on the new version the swamp bug will be fixed, but during your opponent's turn it would not be fixed if he was using an older version).


The beta status of this new version (1.03) means that at this moment the "official" recomendation of Matrix is to stay at v1.02?




hfarrish -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 12:33:59 PM)


Question about the new rule regarding isolated units - these guys are already incredibly weak regardless of supply status; what was the impetus for the ammunition conservation change?

Thanks for all the hard work to get this out...everything had been on hold in my games and good to be back in business.




karonagames -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 12:52:56 PM)

From my tests, I found isolated units to be less fragile than in previous versions, and requiring "proper" attacks. Isolated units in swamps also needed to be treated with respect.




timmyab -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 2:16:36 PM)


quote:

ORIGINAL: BigAnorak

From my tests, I found isolated units to be less fragile than in previous versions, and requiring "proper" attacks. Isolated units in swamps also needed to be treated with respect.

This is good news.I think units with decent morale and/or a nearby HQ with a good leader should be able to put up a fierce resistance for the first week at least.




Kriegsspieler -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 4:56:15 PM)

Can anyone tell me which of the items in the changelog are new to version 3 of the beta?

I hate to have to start the whole thing over if it's just a question of a couple of bugs . . . .





cookie monster -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 4:59:25 PM)


quote:

ORIGINAL: Kriegsspieler

Can anyone tell me which of the items in the changelog are new to version 3 of the beta?

I hate to have to start the whole thing over if it's just a question of a couple of bugs . . . .




Everything in the changelog is new and included with the beta.

Only data base changes require restart.




Kriegsspieler -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 5:07:40 PM)


quote:

ORIGINAL: cookie monster

Everything in the changelog is new and included with the beta.

Only data base changes require restart.


Sorry, I may not have been clear. I was asking what is new between versions 2 and 3 of the beta.




cookie monster -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 5:14:11 PM)

Check the whats new pdf file




Joel Billings -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 5:23:04 PM)

Everything on the list above is new for the beta 3. Each beta version of the 1.03 has it's own list so you can see what's new with each new beta. The beta 3 had more changes than any previous beta version, so it's worth getting if you are willing to play with betas.




Kriegsspieler -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 5:26:26 PM)

quote:

ORIGINAL: Joel Billings

Everything on the list above is new for the beta 3. Each beta version of the 1.03 has it's own list so you can see what's new with each new beta. The beta 3 had more changes than any previous beta version, so it's worth getting if you are willing to play with betas.


For sure. I have no problems with betas at all. I simply wanted to avoid restarting the campaign I had been playing with version 2. But from the list of changes posted here it is clear that I will be going back to turn 1!

Not complaining, mind you . . . . [:)]




NinetyNine -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 6:23:20 PM)

After reading it, and at the risk of sounding stupid, does this beta patch address anything regarding the blizzard?




kirkgregerson -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 7:38:09 PM)


quote:

ORIGINAL: NinetyNine

After reading it, and at the risk of sounding stupid, does this beta patch address anything regarding the blizzard?




Not to speak for Joel, but I believe no. I think they want to see if the current changes and fixes will make a difference. Personally, I look forward to the day when there's a slight adjustment on blizzard effects for axis units in forts for defensive values (and possible diminish attrition results a bit too)




hfarrish -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 8:36:22 PM)

Good to hear - a small issue. Looking forward to seeing how all the changes play out.




demol -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 9:44:21 PM)

Is there any possibility to apply database changes without restarting campaign?




cookie monster -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 9:49:52 PM)


quote:

ORIGINAL: demol

Is there any possibility to apply database changes without restarting campaign?

nope




Erik Rutins -> RE: Public Beta 1.03 v3 is Now Available! (2/11/2011 10:03:55 PM)

Please note that this has now been replaced by 1.03 Beta 4. See the new pinned 1.03 Beta thread.

Regards,

- Erik




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