Gary Grigsby's War in the East Open Beta 1.12.05

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

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SamSlitherine
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Gary Grigsby's War in the East Open Beta 1.12.05

Post by SamSlitherine »

Hi Guys,

The team have been working hard as usual taking your feedback on. There are lots of additions and fixes in this beta so check the changelog out!

Please download the patch from here

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.


Happy Gaming!
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Bozo_the_Clown
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by Bozo_the_Clown »

Fabulous, thanks!
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fritzfarlig
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by fritzfarlig »

thanks [:)] where can we see the changelog[&o]
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SamSlitherine
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by SamSlitherine »

Apologies! I thought i had attached it!

See below :)

v1.12.05 Beta

New features
1. Added new factor used in scoring retreat and displacement move hexes - distance to enemy hexes (higher is better).
2. Terrain defensive bonus will now be used in scoring retreat and displacement move hexes along man-made fortifications. Airbases will not like terrain in which they cannot operate.
3. Adjusted weights of various factors used when scoring retreat and displacement move hexes. Scoring system was introduced in 1.12.03, replacing system described in 1.12.02. See Appendix A for factors and their weights.
4. Faster (nominal MP of 25 or more) combat units will no longer displace at greater distance than slower combat units. Minimum displacement move range will be 3 hexes for combat units, and 5 hexes for non-combat units. Maximum displacement move range will be 9 hexes for combat units, and 15 hexes for non-combat units.
5. It will be now possible to voluntarily relocate Military District and Defense Zone HQs starting 9/41, not 10/41.
6. Moving units will now capture between 0.5% and 10% of automatically displaced unit's resources. Previously they could capture between 0.05% and 3%.
7. Non-combat units displaced after combat will be listed on battle report as routed, not retreated.
8. Added "Fort held" level 1 combat message displayed when fort prevents defender's retreat, showing bonus fort removal.
9. Support units (including those attached to cities), HQs, air bases, and FBD/NKPS units will undergo the same procedure of checking surrender (which may result in morale drops, and extra attrition), as on-map combat units. Previously they would be either excluded completely, or suffered reduced penalties.

Bug fixes
1. Fixed a bug where scoring retreat and displacement move hexes was not calculating some of the scores correctly.
2. Fixed a bug where retreat and displacement move MP cost was not calculated correctly, affecting scoring.
3. Fixed multiple bugs related to automated rail repair (failing to deploy units, failing to repair hexes).
4. Fixed a bug where partisan attack battle reports were erased before the Soviet player had the chance to see them.
5. Fixed a bug when it was possible to transfer Axis air groups to an air base of different nationality.
6. Fixed a bug where HQ units were unable to retreat or displace through hexes in enemy ZOC.
7. Fixed a bug where penalty for being on refit to construction value was applied to units treated as being on refit permanently.
8. Fixed a bug where penalty for being in reserve to construction, engineer, and artillery value was applied to combat units (and support units attached to them) on refit.
9. Fixed a bug where supply status wasn't reset correctly for rebuilt units.
10. Fixed a bug where support units attached to cities were treated as being permanently in supply for the purposes of morale recovery.

Sam
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wkuh
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by wkuh »

Thanks.
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Novaliz
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by Novaliz »

I am currently in a game in round 6. Is it safe to play further with my current savegame?
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king171717
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by king171717 »

awesome thanks!
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Telemecus
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by Telemecus »

ORIGINAL: Novaliz

I am currently in a game in round 6. Is it safe to play further with my current savegame?

Patches have always been backward compatible so should be fine.
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Haspen
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by Haspen »

Fantastic job! Thank you!
I thought the 1.12.04 version was the last beta but no :)
Thank you for this incredible 'follow-up' despite WITE v2.0!
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Telemecus
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by Telemecus »

I thought we had argued Bug #5 down to being a feature [:D] fb.asp?m=4790335
ORIGINAL: Haspen
I thought the 1.12.04 version was the last beta but no :)

Given that novel bugs are appearing in v1.12 still (e.g https://www.matrixgames.com/forums/tm.asp?m=4809464 ) either there will be more patches or we will forever be left with a buggy final version for both official and beta releases.
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Rick402
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by Rick402 »

so this is still an issue? cause i dont see a bug fix for it? or what?
GPT55
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by GPT55 »

I observed a retreat where the 8=7 German infantry division retreated one hex NW to an out-of-supply hex instead of SW towards supply. Of course the SW path would require retreating 2 hexes. I see from the Appendix A that "retreat range" and "retreat MP cost" get the highest weight in the retreat scoring which probably explains the NW retreat preference. However, it seems like retreating into and out-of-supply hex should be avoided with high priority.

Image
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chaos45
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by chaos45 »

The friendly hexes were already max stacked is why it retreated to the friendly NW hex.
MaB1708
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by MaB1708 »

Excellent, but one question I have not been able to answer even after a long search: all the information in the turn supply detail window, where is that documented? Even the percentages in the middle section remain unclear.
Cheers,
Marv
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morvael
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by morvael »

ORIGINAL: petertodd
I observed a retreat where the 8=7 German infantry division retreated one hex NW to an out-of-supply hex instead of SW towards supply. Of course the SW path would require retreating 2 hexes. I see from the Appendix A that "retreat range" and "retreat MP cost" get the highest weight in the retreat scoring which probably explains the NW retreat preference. However, it seems like retreating into and out-of-supply hex should be avoided with high priority.

That result is caused by forcing retreats to be as short as possible (if 1-hex retreat is possible it will always be chosen over longer distance retreat). It's not a problem to alter this (it had been for a while during development), but it will be working differently than retreats have been working in this game from the start. Routs are more flexible in this matter.
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morvael
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by morvael »

ORIGINAL: MaB1708

Excellent, but one question I have not been able to answer even after a long search: all the information in the turn supply detail window, where is that documented? Even the percentages in the middle section remain unclear.
Cheers,
Marv

I have posted images with text overlays what those values mean a few times on this forum (for older version, and for current version). Maybe someone will help you find them :)
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thedoctorking
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by thedoctorking »

ORIGINAL: morvael

ORIGINAL: petertodd
I observed a retreat where the 8=7 German infantry division retreated one hex NW to an out-of-supply hex instead of SW towards supply. Of course the SW path would require retreating 2 hexes. I see from the Appendix A that "retreat range" and "retreat MP cost" get the highest weight in the retreat scoring which probably explains the NW retreat preference. However, it seems like retreating into and out-of-supply hex should be avoided with high priority.

That result is caused by forcing retreats to be as short as possible (if 1-hex retreat is possible it will always be chosen over longer distance retreat). It's not a problem to alter this (it had been for a while during development), but it will be working differently than retreats have been working in this game from the start. Routs are more flexible in this matter.
I am in favor of prioritizing retreat towards your source of supply over shorter retreat. I can't imagine that a unit, having escaped a pocket, would voluntarily retreat back into the pocket and away from friendly troops under any circumstances. Being able to do the gamey move of not taking the hex that the escaping unit has abandoned in order to be able to force it to retreat to the hex it just fled is one of the features of this game I appreciate the least.
BrianG
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by BrianG »

am in favor of prioritizing retreat towards your source of supply over shorter retreat. I can't imagine that a unit, having escaped a pocket, would voluntarily retreat back into the pocket and away from friendly troops under any circumstances. Being able to do the gamey move of not taking the hex that the escaping unit has abandoned in order to be able to force it to retreat to the hex it just fled is one of the features of this game I appreciate the least.

since its a game retreat priority should be for troops to survive. Towards supply should be main goal over hex distance. Old way was first move was to a hex not in zoc of enemy. That should be number 1, and then supply 2 (sounds like the old rule). This 1 hex rule favors the russians as they can more easily 3 stack the front line.


If first move (1 hex) choice is all zoc, then next should be closet to supply
chaos45
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by chaos45 »

It depends on how you look at it...maybe the roads are clogged with elements of the other divisions and thus a retreat in that direction is impossible. (because the other retreat hexes are already max stacked)

The game is very linear in the IGUGO fashion but in a real combat situation is a ton of variables that could affect where a unit can retreat. Also as a game commander you really have a god like view of the battlefield that commanders at all levels in the actual events rarely had. A lot of times esp in the middle of major attacks commanders would even know where their men were, even in WW2.
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MaXXOltt
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RE: Gary Grigsby's War in the East Open Beta 1.12.05

Post by MaXXOltt »

Support units (including those attached to cities), HQs, air bases, and FBD/NKPS units will undergo the same procedure of checking surrender
But the HQ leaders still immortal??? [8|]It looks strange when entire HQ unit destroyed or surrendered, but HQ leader escaped. In the real history many of soviet and german generals were killed or captured.
The Soviet side has a large list of generals but not many HQs, especially after disbanding the rifle corps...[:D]
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