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Posted

Generals,

We thank you for your continuous feedback and suggestions which seriously help us to improve the game further for the final release. 

We are preparing a new game update and today it has entered testing phase. So we are soon going to deploy the next patch which will include the following:

New version 0.90 (Not final changelog)

New

  • Major new feature adding dynamic Manpower and resources for the AI opponent. The new "Intelligence Service" window shown on the map indicates the AI's army size, training and weapon level. The "Report" button shows intercepted or urgent messages that inform about enemy reinforcements or when it receives more weapons and training. The difficulty levels have been revamped from the ground up to offer challenge but also many more chances to win your AI opponent by attrition, as it was able to do for you previously.
    Note: Due to all the fixes made based on your feedback, regarding the overpowered AI opponent and the new manpower system, the "Fixed Size" of the Easy mode has been removed, as it is now obsolete.

AI

  • Minor improvements so that AI flanks more and has better territorial perception.

Balances

  • Flanking fire has more impact rewarding more the effective tactics.
  • Melee strength has been increased slightly about +10% compensating for the collision box fixes mentioned below.
  • Increased availability of several infantry weapons and few cannons for the Union, to make Armory shortages less probable.

Fixes

  • Fixed collision boxes problems that could cause the following issues: Units firing behind obstacles, melee damage to become zero and cause "sticking" with enemies, targeting problems in tall forts, AI inconsistencies.
  • Fixed bug that cancelled move orders at mission switch.
  • Fixed wide camera's problem that was hiding the lowest part of the map.
  • Fixed several localization issues that were reported.
  • Fixed issue of teleported artillery in Malvern Hill.
  • Fixed bug that switch the uniform of captured units after loading a battle.
  • Fixed problem that did not allow the deletion of saved files.
  • Fixed unnamed division commanders.
  • Fixed minor bug that showed captured enemy commanders in player's Officer Tab of Battle Report window.
  • Fixed minor bug that was hiding long officer names in camp.
  • Fixed annoying very loud marching sound in camp.
  • Fixed bug that made injured officers available in reserves list.
  • Fixed Limber/Unlimber button not working.
  • Fixed issue that was creating double officer names in camp.
  • Fixed bug that prevented the terrain info display in some occasions and for detached skirmishers.
  • Various minor fixes that you have reported.

As you may have noticed, the top new feature aims to address once and for all your most important complain about the game and hopefully will make the campaign even more interesting, intriguing and challenging. 

Please continue to report issues via F11 or the report button within the game interface. We monitor and fix everything that is possible.

Thanks for reading!

The Game-Labs Team

  • Like 8
Posted

Wow, that was speedy! Looking forward to the new features. Sent in a bug or two I found on brigades not loading onto the combat map even though it's 24/25.

Thank you!

Posted

Awesome! Though I hope those historical and/or custom variants for Washington and Richmond come soon, I realize they're a lot of work to balance and refine. This'll hold me over for now.

Thanks for the update, sir, and thank you for making this fantastic game!

Posted
1 hour ago, Pandemonium said:

 Sent in a bug or two I found on brigades not loading onto the combat map even though it's 24/25.

 

I've sent that in in the past as well.  I think they count the commander and the supply wagon as brigades.  If they do, they should adjust all the '25 brigade' deployments up to 26 (4 divs x 6 brigades + commander + supply wagon).  Otherwise you're always going to leave someone behind!

  • Like 2
Posted
14 minutes ago, A. P. Hill said:

Pretty sure the command and supplies are counted as brigades.   It should be corrected. 

Yes. I think you are correct. This should have been corrected with all brigades being bumped up to 25 when hard cap is 24 brigades. But, I have personally documented in the last battles almost every corps has a brigade or two missing on the field. 

  • Like 1
Posted

When deploying CDRs and Supply wagons into deployment boxes, they don't count as brigades. However, when you don't have deployment boxes, maybe they do? Seems odd. And agreed Andre Bolkonsky, seems suspicious, almost always the same brigade as well (Slot number 6 in Division 4)....

  • Like 1
Posted
3 hours ago, Pandemonium said:

When deploying CDRs and Supply wagons into deployment boxes, they don't count as brigades. However, when you don't have deployment boxes, maybe they do? Seems odd. And agreed Andre Bolkonsky, seems suspicious, almost always the same brigade as well (Slot number 6 in Division 4)....

/nod

That tends to be the culprit

Posted

Thanks for the update, great news. One question, if someone is playing on colonel level with fixed strenght, when the patch comes out will they require a new start? Will any saved campaing to that point be compatible?

 

Posted

Sounds like some nice fixes and additions. I'm still hoping you will work on the color of the lines indicating firing range in some patch. It's so hard to see those lines at times.

  • Like 1
Posted
12 hours ago, Nick Thomadis said:

Major new feature adding dynamic Manpower and resources for the AI opponent. The new "Intelligence Service" window shown on the map indicates the AI's army size, training and weapon level. The "Report" button shows intercepted or urgent messages that inform about enemy reinforcements or when it receives more weapons and training. The difficulty levels have been revamped from the ground up to offer challenge but also many more chances to win your AI opponent by attrition, as it was able to do for you previously.

This is fantastic news. I can't speak for everyone else, but I really appreciate you guys taking the risk of such a major change so close to release.

  • Like 5
Posted
1 hour ago, Aetius said:

This is fantastic news. I can't speak for everyone else, but I really appreciate you guys taking the risk of such a major change so close to release.

+1 :)

  • Like 1
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