Pawlock -> RE: New WitE Public Beta v1.04.22 Now Available! (5/26/2011 3:11:55 PM)
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ORIGINAL: Andrew Loveridge This update includes many new rules and rule changes, most regarding Weather and Supply. Also it has some interface changes, fixes a number of bugs and alters some units' composition. It is in the Members Club, as a registered download. Thank you for all the feedback, and welcome any you may have for this beta. This is a comprehensive update, the previous change lists are linked on the bottom of this list. V1.04.22 May 19, 2011 Special Note Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues. New Features and Rule Changes 1) Manual Correction (Section 22.2.2) The entry in the Random Weather Table for a die roll of 10 in September should be M (not C). The entry for a die roll of 12 in November should be S (not B). 2) Manual Correction (missing rule from version 1.00) (Section 22.3) Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes). 3) New Rules (Section 9.2.4) Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit). 4) New Rule - Added the ability to select the destination unit for a supply air drop when using the manual air group selection. If nothing is selected automatic delivery will be used. 5) Rule change - Improved automatic unit selection when dropping fuel to the hex with multiple units. Unit with higher requirements vs stock will have priority. Added level 3 combat message to display which unit is getting supply/fuel. 6) Rule Change (section 20.6) - HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered. In addition, the AP cost of an HQ buildup is now increased by the distance in MPs of the HQ from a railhead divided by 3 (truncated). So for an HQ with 3 attached divisions that is 16 MPs from a supply source, the AP cost would be 5+2+2+2+(16/3) =16 (used to be just 11). This increased AP cost is used to calculate the other buildup penalties described in section 20.6.3 in the manual. 7) Rule Change - Refitting units next to enemy hexes have a 25% chance of getting more replacements than if they weren't on refit, but the exact amount of the additional replacements will vary greatly depending on the distance from the railhead. 8) Rule Change (Section 23.3.1) Changed the area of automatic freezing of Soviet units in the northern area of the map (Finnish Front) in scenarios that begin on June 22, 1941. Now, units with an x coordinate >99 will no longer be frozen. 9) New Feature Added information regarding weather determination at the top of the German Logistics Phase Event Log. The modified weather die roll and the weather for the turn are listed for each weather zone. Note that the die roll may be overridden by an exception rule leading to weather that does not match the die roll result in the table. Note when playing with non-random weather, the die roll shown in the event log assumes a roll of 5 plus the normal modifiers for each weather zone. 10) New Feature - Added toggle on the production screen to show active/transit/both pools. 11) Interface change Weather information is no longer shown during the logistics phase. 12) Interface change Now dont allow deliberate attack if non-eligible units are selected. 13) Interface change Changed A.B. to AirBase in the Commanders Report Screen filter list. 14) Formula change Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses. Bug Fixes 1) Fixed a bug where isolated units were receiving the benefits from a supply buildup done by the unit's HQ. 2) Fixed several minor discrepancies in the weather rules. 3) Fixed bug where Synthetic fuel factories generated resource requests after consumption. 4) Fixed a bug where scenario data was not being cleared out when saving a PBEM game. 5) Fixed a bug that caused negative combat values. Reworked the combat report to support higher numbers of displayed units. 6) Fixed a bug where the armaments pool could go negative after the logistics phase. 7) Fixed a bug that was preventing air supply of partisans during blizzard. 8) Fixed a bug where the wrong type of supply is delivered during automatic air drops (those without manual air group selection). 9) Fixed a bug where non-divided Brigades and Regiments were not paying the +2 cost for entering an enemy hex as they should have per the Movement Point Cost Chart. 10) Fixed a bug where the Fighter escort is missing if air transport is flown by the level bombers. 11) Fixed a bug with delayed (off map) units getting withdrawn. 12) Fixed a bug when nations surrender so off map units will get disbanded. 13) Fixed a bug where newly formed units can get statistics from old disbanded/destroyed/withdrawn units. 14) Fixed a bug where routed units can stay loaded on trains. 15) Fixed a bug where withdrawing units could be set to static mode. 16) Fixed a bug where air ground support may not be provided from the closest air bases. 17) Fixed a bug where renamed units were not withdrawing. 18) Fixed a bug where AA units attached to a city were not getting destroyed when the city was captured. 19) Fixed a bug where ready ground elements in a combat could go negative after a combat. 20) Fixed a bug where ground elements in the pool could go negative. 21) Editor Fix - Fixed bug in ADJUST UNIT FUNCTION when city ownership was set based on nationality instead of hex ownership . 22) Editor Fix Fixed a bug when clicking on the TOE(OB) ground element it was always going back to the 1st ground element in GE TAB. 23) Editor Fix Fixed insert/delete record function for the aircraft editor. Data and Scenario Changes 1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars. 2) 41 Panzer Division (0034) modified to contain 45 Panzer IIf, 105 Panzer IIIj L/42, and 20 Panzer IVf. 3) 43 Panzer Division (0096) modified to contain 74 Panzer IIIm, 74 Panzer IVg and 20 Panzer IIIn. Fixed but not in readme -Fixed a bug where construction units in locked HQs were changing HQs anyway. We just found that the HQ build rule in 1.04.22: HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered. It's currently operating as if they are not allowed at more than 19 MPs. This will be changed in the next version. If you're trying to squeeze every last MP out of your HQ placement, be aware that it currently only works out to 19 MPs. 1.04.16 Changes 1.04.15 Changes 1.04.14 Changes 1.04.10 Changes Just to be crystal clear on this section below: 3) New Rules (Section 9.2.4) Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit). There is absolutly no advantage to be gained by attaching guard units to shock armies? in fact you would be disadvantaging yourself by doing so as you would be denying normal units the moral bonus?
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