WEGO World War II: Stalingrad - v1.0.3 Beta Update

The new game by Brian Kelly, sequel to Desert War: 1941-1942

Moderator: Saint Ruth

Post Reply
User avatar
SamSlitherine
Posts: 304
Joined: Fri Feb 17, 2017 1:38 pm

WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by SamSlitherine »

Hi Everyone,

We have a new beta update ready for you to download and play. It brings with it a long list of updated features, fixes and QoL improvements. Both in game and the editor!

Please let us know what you think of all the latest additions!

It is available to download via the check for update button on the game launcher.

The Product Page Download area: HERE

As well as the following Download Link: HERE

v1.00.03

Updates:
• New UI added - left Click to select and click hex to move
• Weather added - LEFT click the weather icon in the right-hand-info panel.
• "Damage" hexes added (Rubble etc)
• Bridging Engineers updated to remove damage hexes
• Can set start time (e.g. start the game on last turn of a day, i.e. at 18:00 instead of always starting on day start.
• Terrain images update on Ground Conditions. I.e. when weather switches from GOOD to MUD, the terrain tiles will change.
o if using background images instead of Tiles, the images must be appended with _MUD and _FROZEN
• ie. myscn.png, myscn_MUD and myscn_FROZEN
• NOTE! The images are loaded EACH TIME the weather changes... Might need to tweak this depending on how long it takes to load the images...can load all the image of course, but that depends on image sizes as might run out of memory...An issue for testing...
• Ground Asset Special Assets/Forces now have restrictions (day/counter-air/interdiction).
• Observation Point - units only get Intel bonus of obs point if they do not move
• Prohibited Hexes - side 0 units cannot enter Prohibited0 terrain, side 1 can't enter Prohibited1 terrain.
• Cliff hexside - non-infantry units cannot cross cliff hexsides
• Film Phase - cursor over unit will show its moves
• Added Airborne/Glider/Riverine/Seaborne deploy types
• Added new terrain types
• Scatter rules - Units deploying by Sea / Air / River now suffer casualties
o scatter_mod.csv added so scenario designer can alter scatter mods
• army_integrity.csv added to allow scenario designer to set the integrity modifiers
• Reinforcement units entry can now be triggered by capturing hexes.
• The scenario designer can specify which side needs to capture the hex for the reinforcements to enter.
• E.g. unit A will enter if Axis capture hex 14,54
• Such units cannot have an Entry Turn of 0 (as then they'd arrive during setup).
• Note that if the unit A above was, for example, scheduled to arrive on 10, and the Axis
• captured the hex 14,54 on turn 5, then the reinforcement check if satisfied and the unit
• will arrive on turn 10 (even if the Allies recapture the hex by turn 10).
• In this example, if the hex is not captured by turn 10, then the reinforcements will still arrive on
• the turn after the hex is captured.
• Reinforcement in Turn Info updated to show the above
o from that info display, can now center map on Entry Trigger Hex and on Entry Hex.
• Added Air Unit Restrictions.
• Units can be allowed/restricted on carrying out:
o Interdiction
o Counter Air
o Day Attacks
o Ground Support
o Bombardment
• Night missions are already restricted with the Night Capability attribute.
o Bottom right air unit details will now show message if unit only capable of
carrying out interdiction and/or Counter Air

Editor:
• If unit TOE = 0, should load correct TOE value
• Army Unit Data unit pulldown menu width increased
• Can now import/export Unit Victory Values
• Can now view HQ/Artillery range in Unit Setup Tab using R hotkey
• Can now view Lines Of Communication in Unit Setup Tab using H hotkey

AI:
• HALF_MOVE AI - action added
• ISADJACENT - triggers when ANY_SIDE0 / ANY_SIDE1 is either adjacent
• to the trigger hex AND/OR adjacent to an AI area (AI areas are created in the Setup Tab like deploy areas).
• CLEAR_DAMAGE order added to allow bridging engineers to remove damage
• STACK_WITH order added to allow units to be ordered to stack with another unit
• (e.g. AA units to always stack with a HQ units)
• AI Air Ground Support - Max 3 Air/Ground Asset to each battle
• Added ODDS_1_1, ODDS_2_1, ODDS_3_1 trigger tests with a AI Trigger Area (defined in setup tab)
• To use: set the Trig Org to either ANY_SIDE_0 or ANY_SIDE_1, and then the response will be activated.
• E.g. ANY_SIDE_0 with ODDS_1_1 in Trigger Area 1, means that if Side 0 has odds GREATER THAN 1:1 in the hexes
• covered by Trigger Area 1, then the response will be triggered.
• Can now have multiple different AI setups.
• Can now set different COAs (Course Of Actions) for different AI setups
• Setup Tab - Refresh army units' positions not always working.
• Air mission restrictions - If C / I / G - counter-air / interdiction / ground support) selected, then unit values will be
• updated to have attack = 1, ground support = 1 if they were 0.
o Counter Air / interdiction require Attack > 0
o Ground support require Ground Support > 0

Editor Bugs:
• Fixed units with radius not working if unit setup pos is moved after setting fixed position data
• Save Sub-section of map not working correctly
• OutofMemory error when loading map
• removing hexes that contain units causes crash.
• could not remove some terrain from map
• HQ lines of communication (LOC) shown on map. Button added to recalculate LOC values.
• As this calculation may take some time, it is only executed when the button is pressed,
• otherwise the constantly recalculation of LOC values slows the Editor Setup Tab.
• Could not change map background color
• years.csv not working
• Game Data Tab - can't import/export fow values and breakdown values

Bugs:
• Adjacent, but invalid units (e.g. behind a river), could be added to battle details screen
• Units could overstack on breakdown - units cannot now breakdown if it will result in overstacking
• Missing ALT-R from list of hotkeys
• Game does not load when using tiles and start turn is MUD
• When playing with Fog Of War, changing MoveType sometimes experiences delay of a couple of seconds
• Integrity not always working correctly when multiple different nationalities in hex.
• Logistics - if assistHq and range were specified for the asset, it was ignoring range when allocating supply
• Guards will attack - some logistics units cannot be assigned
• In game - Crash when updating TOE panel
• Axis AI partially not working in 'Into The Woods'
• Integrity mods not working for Rumanians
• Readiness recovery rates were wrong wrt unit quality
• Isolated readiness loss has inverted losses for Elite to Conscript units
• i.e. elite units lose more readiness than conscript units.
• AI when adding HQ Trigger Org, the units include all the descendants, i.e. any subordinate HQ's units, so for example, if Trigger Org is 6th Army, then every German unit in the 6th Army will be included, not just units directly subordinate to 6th Army (this does NOT apply to response Orgs, only Trigger Orgs).
• Reinforcements Lose Their HQs Assignments - if units' HQ is a reinforcement, then it reassigns that unit to the Root HQ.
• Air assets assigned Type:Transport will not appear in the game.
• City hexes should allow stacks up to 18 stacking points. However, the game will only allow 9 SPs.
• Moving Artillery units can still fire by dragging and dropping unit onto enemy.
User avatar
Saint Ruth
Posts: 1398
Joined: Wed Dec 16, 2009 1:39 pm

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Saint Ruth »

Hi,

The main change here is a new UI as most people were saying the UI was hard to learn as it was so different to most games.

Well, now there's a choice of UIs. You can use the old one (drag and drop units to move them) or a new one where you left click a unit to select it, and then click on a hex to move it to that hex (or attack etc).

Should be easier to use the UI now as the available options are now opened at the bottom of the screen.

Anyway, if you find any bugs, shout!

Thanks,
Brian
User avatar
Okayrun3254
Posts: 185
Joined: Thu Aug 28, 2014 6:19 pm

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Okayrun3254 »

Thanks for the update!!
User avatar
Saint Ruth
Posts: 1398
Joined: Wed Dec 16, 2009 1:39 pm

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Saint Ruth »

Here's a description of the new UI.

To select a unit, left click it.
This then shows the unit action menu at the bottom of the screen.

The center top panel shows actions specific to the unit (the same actions ones sees when right clicking a unit). It also
shows the current supply (basic / move+ / combat+) as well as its current Lines Of Communication state (supported / isolated etc)

The center bottom panel allows actions such as changing orders, group moves, undoing moves etc.

The right hand panel shows all units in the hex, and allows selection of all units in the hex, or selecting 2 of 3 etc.
The right area shows attack/defense/quality/combined shock of all selected units.

Units are then moves by left clicking their destination hex.

Image

The "i" button displays help on the panel as below:

Image

Selecting different unit types show different unit options.
An artillery unit is selected here, and has options to show range, select all artillery units in hex, and select next available artillery unit etc.

Image

When using group move, all the units in an organization will try to move to the selected destination. The units are also highlighted on the map (which makes this a quick way to identify all units in an org on the map).

Image
Edorf
Posts: 158
Joined: Tue May 14, 2013 6:22 pm

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Edorf »

This was a nice surprise. Thanks.
Alan Sharif
Posts: 1129
Joined: Wed Aug 01, 2001 8:00 am
Location: UK.
Contact:

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Alan Sharif »

Thank you for the update. Time to reinstall this title and jump back in.
A Sharif
Alan Sharif
Posts: 1129
Joined: Wed Aug 01, 2001 8:00 am
Location: UK.
Contact:

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Alan Sharif »

Really enjoying the new UI. I think it should help make the game more accessible.
A Sharif
User avatar
Saint Ruth
Posts: 1398
Joined: Wed Dec 16, 2009 1:39 pm

Re: WEGO World War II: Stalingrad - v1.0.3 Beta Update

Post by Saint Ruth »

Great, thanks for have a look at it. There should be a new patch out with some things fixed soon.
Thanks,
Brian
Post Reply

Return to “WEGO World War II: Stalingrad”