Update on next patch
Moderators: Joel Billings, JanSorensen
- Joel Billings
- Posts: 33474
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
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Update on next patch
A version is now in testing that fixes up the problems with online play and makes the US and international version compatible. We're hoping to be able to get a public beta out early next year and perhaps the next official patch (2.0) by the end of January. This contains all the 1.070 changes plus some new ones. We'll have more info in early January. Merry Christmas!
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
-
- Posts: 2134
- Joined: Wed Sep 22, 2004 8:12 am
- Location: GMT-8
RE: Update on next patch
Lest you mistake lack of response for lack of interest ... waiting waiting waiting ...
- steevodeevo
- Posts: 173
- Joined: Wed Dec 28, 2005 10:12 am
- Contact:
RE: Update on next patch
ORIGINAL: Joel Billings
A version is now in testing that fixes up the problems with online play and makes the US and international version compatible. We're hoping to be able to get a public beta out early next year and perhaps the next official patch (2.0) by the end of January. This contains all the 1.070 changes plus some new ones. We'll have more info in early January. Merry Christmas!
ooh look its early january (checks) yep it is! woot!.....................[8|] [>:] [:(] [&:] [:D]
- Joel Billings
- Posts: 33474
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Update on next patch
Another update on our next patch. We have a version in test now that is just about ready for public beta release. We only know of 1 small problem at the moment but we have about 30 items we're still working on verifying. Unless we run into a major problem (always possible), we should have a new public beta available by late next week. I thought you might want a look at what changes are listed in the readme file (aside from the online functionality which we have improved since the last public beta). Many of these were included in the 1.070 public beta which is no longer available:
1. Bug Fix – Save games are now compatible between international and US versions. This allows PBEM games to be played between players using either version. However, the version number should be the same for all players. If you are uncertain of your version number, you can always check the properties of the waw.exe file in the main game directory.
2. Bug Fix – A change has been made to make save game files upwardly compatible with all new versions of the game. That way you should be able to load into this version a save from an earlier version. However, you may lose the ability to run the replay when first loading the save. Replays of future moves will function normally. If playing PBEM, once one player has played using a newer version, future player in the game sequence will need to upgrade to the same version number.
3. Bug Fix – There was a bug that caused some of the “pointer” lines used during the tutorial to disappear (especially on systems with ATI cards). A fix has been made that should ensure that pointer lines are shown during the tutorial to help users better understand what is being described on screen by the tutorial text. A few other changes have been made to make it less likely for the player to get off track while running the tutorials.
4. Bug Fix - It is no longer possible to expend accumulated research points during the movement phase.
5. Bug fix – Rewinding the VCR should no longer cause display issues with the number of units on the map.
6. Bug fix. - Corrected a bug where the first winter bonus was given to the Russians immediately if the Germans attacked during a winter turn. It is now given one year later as per the manual.
7. Bug fix - Corrected a bug where the first winter bonus and the normal winter bonus were not cumulative.
8. Bug fix - Corrected a bug where cargo on a transport was not damaged but rather remained at sea if the transport was damaged in normal combat.
9. Bug fix - Corrected a bug where the cargo on a heavy air was not damaged if the heavy air was damaged by op-fire.
10. Bug fix - Corrected a bug with the UI that allowed you to avoid the hit if the aircraft was damaged by op-fire.
11. Bug fix - Corrected a bug where op-fire by other major powers on the same side was giving very odd results.
12. Bug fix - Corrected a bug with the optional fuel rule where it was possible to cross a 2 MP land border with a land unit expending only 1 supply point if no more than the 1 supply point was available. It will no longer be possible to move the unit in this case thus requiring the expenditure of 2 supply as intended.
13. Bug fix - Corrected a bug where supply units could change nationality at sea when moved across a chain of transports.
14. Bug fix - Corrected a bug where supply was not given back when undoing a move if the supply had come from a sea area. Now supply is returned if there is a transport with free capacity in the sea area. If no TRS is in the sea-area the supply will not be returned.
15. Bug fix - Corrected a bug where units would sometimes be unable to retreat across a 2 MP land border.
16. Bug fix - Several cases where units got stuck in an area with enemy units yet were unable to attack have been corrected by allowing attacks in these cases even though the attacker cannot expect to inflict any damage. Note that units that have no chance of scoring a hit may only initiate an attack when in an area requiring mandatory combat (see rule 8.4).
17. Bug fix - It is now possible to attack enemy aircraft that were left on CAP duty in one of your land areas. Before this could lead to a deadlock as it was not possible to attack. Now air units may attack even if they have no chance to hit the enemy CAP.
18. Bug fix - Corrected a bug where it was possible to attack and take land areas from other major powers on your own side if the area had neither units present nor infrastructure.
19. Bug fix - The pop-up window asking for confirmation when attacking a minor had accidentally been removed from game. Its back now.
20. Bug fix - In PBEM games the WA player will no longer continue to the Japanese phase if Germany has been conquered.
21. Bug fix - Corrected a bug with the combat report window in the case that a CV aircraft is first damaged in air-to-air and then have its CV destroyed. The report will no longer incorrectly show the aircraft as both damaged and destroyed but only as destroyed.
22. Bug fix - When bombing infrastructure the battle report will now only show damage done in the current attack rather than show the total level of damage the infrastructure has taken.
23. Bug fix - Corrected a bug where the battle report was skipping the original combat if a counter strike occurred.
24. Bug fix - Aircraft on CAP will no longer return to base to a neutral/enemy land area or sea area if their base was captured during the turn. Air units that lose their home base and have no friendly land area to return to will be destroyed.
25. Bug fix - Corrected a bug with the storing of unused population from turn to turn. In some cases too much population was being stored.
26. Bug fix - Corrected a bug where the free Militia Russia receives when attacked by Germany was interfering with the building of normal units due to a population problem. This was fixed by removing the population requirement from the free Militia.
27. Bug fix - In some cases it was not possible to manually supply a unit from an adjacent sea-area even if supply were present. This is now fixed.
28. Bug fix. - The combat analyser was giving incorrect results. It should now give much more reliable results in particular concerning the chance to take the area. This may have an effect on how the AI plays as the AI is using the combat analyser to make decisions about attacks.
29. Bug fix - It is now possible to access the production in an area even if all the factories in that area are damaged to level 2. This allows scuttling and putting on hold of units and thus solves a bug where units in such areas would otherwise be preventing the production in other areas.
30. Bug fix – It is now possible to use the repair screen during the production phase. It has always been possible to repair during the production phase using the map method of repair, and now the repair screen is functional as well.
31. UI change - If you try to exit from game to the main menu when playing a PBEM game you will now see a reminder that PBEM games are to be saved to avoid the reload (cheat) counter from incrementing.
32. UI change - On the post-production pop-up window tech advances will now be shown before the units that finished production.
33. UI change - Changed the order of appearance so resources are shown ahead of rail on the map.
34. UI change – You will now find resource, production, and population totals displayed on the Production Screen during the Movement Phase.
35. UI change – More complete information regarding the modifiers that have been applied to each combat can now be found in the pop-up windows that appear when the mouse hovers over a combat line on the Detailed Combat Report Screen.
36. Rule Change – Section 12.4 (Axis Automatic Victory) is changed to read: If at the end of the Western Allied player turn, Axis production is ever equal to or greater than 70, and one of the following 3 conditions exist, 1) Axis control Moscow 2) Axis control England 3) Axis control both Leningrad and Stalingrad, then the game ends immediately and the Axis win a Decisive Victory.
37. Rule Change – Section 12.5 (Allied Automatic Victory) Allied Automatic Victory is now only checked at the end of each Western Allied player turn.
38. Rule Change – (Section 3.2.6) There is no longer a requirement to garrison East Prussia to avoid unfreezing Soviet Frozen zones.
39. Rule Change – (Section 3.2.6) If Southern Persia is attacked by the Axis, the Western and Central Russian zones that are politically frozen will be unfrozen.
40. Rule Change – (Sections 4.1.1 and 4.1.2) Changed it so that if Tibet is attacked by the Allies, it will convert to German control (used to be Japanese).
41. Rule Change – Section 9.8 (Special Militia Mobilization) Japanese militia are now generated in the amount of 3 times the Population Level of the area instead of one times the PL.
42. Rule Change – Section 12.8 (Scenario Time Limit Victory Conditions) – The Allied production ratios required for the different victory levels have been changed. The new values are 50 times (5000%) for a draw, between 10.01 and 49.99 times (1001% and 4901%) for an Axis Marginal Victory, and 10 times (1000%) for a Decisive Axis Victory.
43. Rule Change – Section 9.1.1 (Factory Points Multiplier) Changed the multiplier x3 US (when at war before Winter 1943) to x2.
44. Rule Change – The US no longer enters the war if Japan is attacked by forces of the UK/Commonwealth/Canada. Neither does the WA politically frozen areas unfreeze. However, if Japan attacks any WA unit or area, the US will declare war and the areas will unfreeze.
45. Rule Change - If Germany controls Eastern Canada then the US will declare war on Germany at the start of the WA turn and this will unfreeze all WA territories.
46. Rules change - Partisans will now be able to damage rail to level 2 rather than just level 1. Partisans will now also be able to damage resources to level 1. This is in addition to being able to damage resources in the pool.
47. Rules change - Transport can now initiate combat. This was done to avoid a deadlock. In that case there is no normal combat – instead the transports and their cargo is simply destroyed to resolve the deadlock.
48. Rules change - Changed the maximum you can spend on any particular tech when already at World Standard +2 or higher. Before the maximum was 3 times how much you were researching towards being above the WS – now that is changed to 1 times. E.g., when research from +2 to +3 compared to WS you can now spent no more than 3 points where you could spend a maximum of 9 prior to this change. When the item being researched is currently at WS or below, maximum research per turn is 3, when at WS+1 maximum is 6, when at WS+2 maximum is 3, when at WS+3 maximum is 4, etc. Land attack and Evasion for Heavy Air units are excluded from this change. Research maximums remains unchanged for those two items.
49. Rules change - Units will no longer retreat to a frozen area if any non-frozen area can be reached.
50. Data Correction – The Gulf of Mexico is now correctly considered adjacent to Greater Antilles.
51. Data Correction – Corrected 2 typos in the Japanese AI production data file that could have caused mistaken production priorities.
52. Data Changes - Changed Spanish army from 5 Inf/1 Art to 4 Inf/2 Art/3 Mil.
53. Data Change - Added 1 Militia to Swedish army.
54. Data Change - Added 2MP borders to several borders around Afghanistan, Caucasus, Eastern Bearing Sea, Eastern Gulf of Alaska, and South China Seas.
55. Data Change - Changed Turkey to 2 infantry and 2 militia. Changed Istanbul to 3 infantry and 1 militia.
56. Data Change – In the 1940 and 1941 scenarios, moved 3 WA transports from the South Atlantic South American coast to the Pacific along the coast of Mexico/Central America.
57. Data Change - Lowered WA transport amphib capacity by 1 in all scenarios. Increased amount spent on researching WA transport amphib capacity at start of all scenarios by 6.
58. Data Change – The World Standard for Fighter Land Attack has been reduced to 1 and the World Standard of Fighter Evasion has been increased to 7.
59. Data Change – All Fighter Land Attack values have been reduced to 2 in all scenarios.
60. Data Change – Bulgaria population reduced to 0 in all scenarios.
61. Data Change – Scotland is now rough in all scenarios.
62. Rules Correction – Occasionally heavy fleets will attack light fleets 1 on 1 even when there are heavy fleets on the light fleet side available to fight (i.e. fleets don’t always match up against like fleets).
63. Rules Correction – In most cases, attacking land units that are damaged or destroyed in the air phase or at range 2 land combat are not allowed to fire in later rounds of combat. They may be fired upon if only damaged, but they will not return fire.
64. Rules Correction (Section 8.5.3) - Op-fire by aircraft and artillery is triggered whenever aircraft attempts to pass a narrows. The rules were incorrect in stating that only naval units moving through narrows would receive Op-fire.
65. Rules Clarification (Section 8.5.3) - Op-fire by aircraft in a friendly land region or on a Carrier Fleet is triggered when any non-submarine unit (any air, land or naval unit except for submarines) attempts to move from one adjacent sea area to another adjacent sea-area.
66. Bug fix – When on the save game screen during PBEM play, pressing the map button will no longer exit the game.
67. Bug fix – Carrier Fleets may no longer undo their prior moves made if a Carrier Air unit moves away from the Carrier Fleet and unattaches itself from the fleet.
68. Bug fix – There used to be a chance that a declaration of war would cost more supplies than specified in the rules. This will no longer happen.
69. Bug fix – You may now use the “supply unit” button on the move mode toolbar to dictate use of supplies in a unit’s region to supply the unit.
70. Bug fix – In some rare cases, units that had Op-fired during a previous player’s turn could be improperly marked as having fired during their own turn even if they hadn’t fired. This has been fixed.
71. Bug fix – Possible inaccuracies with the combat modifier for units that have amphibiously invaded by moving through many areas has been fixed.
72. UI change – The repair screen will no longer scroll back to the top whenever a repair is made.
73. UI change – When the close window button is pressed during play, the player will be asked if they wish to exit the game.
74. Rules Change – Damage Naval units will now tend to be placed on factories that are closer to where they were damaged as long as the region has available production space (i.e. it doesn’t already contain units in production that equal or exceed the factory production points in the region). They will always first attempt to go to a region with the same nationality as the unit if possible, and will still move to frozen zones only as a last resort.
75. Data Change – Increased the starting research levels of the German and WA AA units’ air attack values by 2 in all scenarios.
76. Rules Clarification – There are rare cases where due to units being destroyed in previous combat phases, some units may end up being targeted by two units even though there are other units that have not been fired upon. This is due to a preference for units to return fire at units that have fired upon them if they do not have a like type unit to target.
77. Warning – The PBEM security system that tracks the load count may not function properly during games where players upgrade their version number mid-game.
1. Bug Fix – Save games are now compatible between international and US versions. This allows PBEM games to be played between players using either version. However, the version number should be the same for all players. If you are uncertain of your version number, you can always check the properties of the waw.exe file in the main game directory.
2. Bug Fix – A change has been made to make save game files upwardly compatible with all new versions of the game. That way you should be able to load into this version a save from an earlier version. However, you may lose the ability to run the replay when first loading the save. Replays of future moves will function normally. If playing PBEM, once one player has played using a newer version, future player in the game sequence will need to upgrade to the same version number.
3. Bug Fix – There was a bug that caused some of the “pointer” lines used during the tutorial to disappear (especially on systems with ATI cards). A fix has been made that should ensure that pointer lines are shown during the tutorial to help users better understand what is being described on screen by the tutorial text. A few other changes have been made to make it less likely for the player to get off track while running the tutorials.
4. Bug Fix - It is no longer possible to expend accumulated research points during the movement phase.
5. Bug fix – Rewinding the VCR should no longer cause display issues with the number of units on the map.
6. Bug fix. - Corrected a bug where the first winter bonus was given to the Russians immediately if the Germans attacked during a winter turn. It is now given one year later as per the manual.
7. Bug fix - Corrected a bug where the first winter bonus and the normal winter bonus were not cumulative.
8. Bug fix - Corrected a bug where cargo on a transport was not damaged but rather remained at sea if the transport was damaged in normal combat.
9. Bug fix - Corrected a bug where the cargo on a heavy air was not damaged if the heavy air was damaged by op-fire.
10. Bug fix - Corrected a bug with the UI that allowed you to avoid the hit if the aircraft was damaged by op-fire.
11. Bug fix - Corrected a bug where op-fire by other major powers on the same side was giving very odd results.
12. Bug fix - Corrected a bug with the optional fuel rule where it was possible to cross a 2 MP land border with a land unit expending only 1 supply point if no more than the 1 supply point was available. It will no longer be possible to move the unit in this case thus requiring the expenditure of 2 supply as intended.
13. Bug fix - Corrected a bug where supply units could change nationality at sea when moved across a chain of transports.
14. Bug fix - Corrected a bug where supply was not given back when undoing a move if the supply had come from a sea area. Now supply is returned if there is a transport with free capacity in the sea area. If no TRS is in the sea-area the supply will not be returned.
15. Bug fix - Corrected a bug where units would sometimes be unable to retreat across a 2 MP land border.
16. Bug fix - Several cases where units got stuck in an area with enemy units yet were unable to attack have been corrected by allowing attacks in these cases even though the attacker cannot expect to inflict any damage. Note that units that have no chance of scoring a hit may only initiate an attack when in an area requiring mandatory combat (see rule 8.4).
17. Bug fix - It is now possible to attack enemy aircraft that were left on CAP duty in one of your land areas. Before this could lead to a deadlock as it was not possible to attack. Now air units may attack even if they have no chance to hit the enemy CAP.
18. Bug fix - Corrected a bug where it was possible to attack and take land areas from other major powers on your own side if the area had neither units present nor infrastructure.
19. Bug fix - The pop-up window asking for confirmation when attacking a minor had accidentally been removed from game. Its back now.
20. Bug fix - In PBEM games the WA player will no longer continue to the Japanese phase if Germany has been conquered.
21. Bug fix - Corrected a bug with the combat report window in the case that a CV aircraft is first damaged in air-to-air and then have its CV destroyed. The report will no longer incorrectly show the aircraft as both damaged and destroyed but only as destroyed.
22. Bug fix - When bombing infrastructure the battle report will now only show damage done in the current attack rather than show the total level of damage the infrastructure has taken.
23. Bug fix - Corrected a bug where the battle report was skipping the original combat if a counter strike occurred.
24. Bug fix - Aircraft on CAP will no longer return to base to a neutral/enemy land area or sea area if their base was captured during the turn. Air units that lose their home base and have no friendly land area to return to will be destroyed.
25. Bug fix - Corrected a bug with the storing of unused population from turn to turn. In some cases too much population was being stored.
26. Bug fix - Corrected a bug where the free Militia Russia receives when attacked by Germany was interfering with the building of normal units due to a population problem. This was fixed by removing the population requirement from the free Militia.
27. Bug fix - In some cases it was not possible to manually supply a unit from an adjacent sea-area even if supply were present. This is now fixed.
28. Bug fix. - The combat analyser was giving incorrect results. It should now give much more reliable results in particular concerning the chance to take the area. This may have an effect on how the AI plays as the AI is using the combat analyser to make decisions about attacks.
29. Bug fix - It is now possible to access the production in an area even if all the factories in that area are damaged to level 2. This allows scuttling and putting on hold of units and thus solves a bug where units in such areas would otherwise be preventing the production in other areas.
30. Bug fix – It is now possible to use the repair screen during the production phase. It has always been possible to repair during the production phase using the map method of repair, and now the repair screen is functional as well.
31. UI change - If you try to exit from game to the main menu when playing a PBEM game you will now see a reminder that PBEM games are to be saved to avoid the reload (cheat) counter from incrementing.
32. UI change - On the post-production pop-up window tech advances will now be shown before the units that finished production.
33. UI change - Changed the order of appearance so resources are shown ahead of rail on the map.
34. UI change – You will now find resource, production, and population totals displayed on the Production Screen during the Movement Phase.
35. UI change – More complete information regarding the modifiers that have been applied to each combat can now be found in the pop-up windows that appear when the mouse hovers over a combat line on the Detailed Combat Report Screen.
36. Rule Change – Section 12.4 (Axis Automatic Victory) is changed to read: If at the end of the Western Allied player turn, Axis production is ever equal to or greater than 70, and one of the following 3 conditions exist, 1) Axis control Moscow 2) Axis control England 3) Axis control both Leningrad and Stalingrad, then the game ends immediately and the Axis win a Decisive Victory.
37. Rule Change – Section 12.5 (Allied Automatic Victory) Allied Automatic Victory is now only checked at the end of each Western Allied player turn.
38. Rule Change – (Section 3.2.6) There is no longer a requirement to garrison East Prussia to avoid unfreezing Soviet Frozen zones.
39. Rule Change – (Section 3.2.6) If Southern Persia is attacked by the Axis, the Western and Central Russian zones that are politically frozen will be unfrozen.
40. Rule Change – (Sections 4.1.1 and 4.1.2) Changed it so that if Tibet is attacked by the Allies, it will convert to German control (used to be Japanese).
41. Rule Change – Section 9.8 (Special Militia Mobilization) Japanese militia are now generated in the amount of 3 times the Population Level of the area instead of one times the PL.
42. Rule Change – Section 12.8 (Scenario Time Limit Victory Conditions) – The Allied production ratios required for the different victory levels have been changed. The new values are 50 times (5000%) for a draw, between 10.01 and 49.99 times (1001% and 4901%) for an Axis Marginal Victory, and 10 times (1000%) for a Decisive Axis Victory.
43. Rule Change – Section 9.1.1 (Factory Points Multiplier) Changed the multiplier x3 US (when at war before Winter 1943) to x2.
44. Rule Change – The US no longer enters the war if Japan is attacked by forces of the UK/Commonwealth/Canada. Neither does the WA politically frozen areas unfreeze. However, if Japan attacks any WA unit or area, the US will declare war and the areas will unfreeze.
45. Rule Change - If Germany controls Eastern Canada then the US will declare war on Germany at the start of the WA turn and this will unfreeze all WA territories.
46. Rules change - Partisans will now be able to damage rail to level 2 rather than just level 1. Partisans will now also be able to damage resources to level 1. This is in addition to being able to damage resources in the pool.
47. Rules change - Transport can now initiate combat. This was done to avoid a deadlock. In that case there is no normal combat – instead the transports and their cargo is simply destroyed to resolve the deadlock.
48. Rules change - Changed the maximum you can spend on any particular tech when already at World Standard +2 or higher. Before the maximum was 3 times how much you were researching towards being above the WS – now that is changed to 1 times. E.g., when research from +2 to +3 compared to WS you can now spent no more than 3 points where you could spend a maximum of 9 prior to this change. When the item being researched is currently at WS or below, maximum research per turn is 3, when at WS+1 maximum is 6, when at WS+2 maximum is 3, when at WS+3 maximum is 4, etc. Land attack and Evasion for Heavy Air units are excluded from this change. Research maximums remains unchanged for those two items.
49. Rules change - Units will no longer retreat to a frozen area if any non-frozen area can be reached.
50. Data Correction – The Gulf of Mexico is now correctly considered adjacent to Greater Antilles.
51. Data Correction – Corrected 2 typos in the Japanese AI production data file that could have caused mistaken production priorities.
52. Data Changes - Changed Spanish army from 5 Inf/1 Art to 4 Inf/2 Art/3 Mil.
53. Data Change - Added 1 Militia to Swedish army.
54. Data Change - Added 2MP borders to several borders around Afghanistan, Caucasus, Eastern Bearing Sea, Eastern Gulf of Alaska, and South China Seas.
55. Data Change - Changed Turkey to 2 infantry and 2 militia. Changed Istanbul to 3 infantry and 1 militia.
56. Data Change – In the 1940 and 1941 scenarios, moved 3 WA transports from the South Atlantic South American coast to the Pacific along the coast of Mexico/Central America.
57. Data Change - Lowered WA transport amphib capacity by 1 in all scenarios. Increased amount spent on researching WA transport amphib capacity at start of all scenarios by 6.
58. Data Change – The World Standard for Fighter Land Attack has been reduced to 1 and the World Standard of Fighter Evasion has been increased to 7.
59. Data Change – All Fighter Land Attack values have been reduced to 2 in all scenarios.
60. Data Change – Bulgaria population reduced to 0 in all scenarios.
61. Data Change – Scotland is now rough in all scenarios.
62. Rules Correction – Occasionally heavy fleets will attack light fleets 1 on 1 even when there are heavy fleets on the light fleet side available to fight (i.e. fleets don’t always match up against like fleets).
63. Rules Correction – In most cases, attacking land units that are damaged or destroyed in the air phase or at range 2 land combat are not allowed to fire in later rounds of combat. They may be fired upon if only damaged, but they will not return fire.
64. Rules Correction (Section 8.5.3) - Op-fire by aircraft and artillery is triggered whenever aircraft attempts to pass a narrows. The rules were incorrect in stating that only naval units moving through narrows would receive Op-fire.
65. Rules Clarification (Section 8.5.3) - Op-fire by aircraft in a friendly land region or on a Carrier Fleet is triggered when any non-submarine unit (any air, land or naval unit except for submarines) attempts to move from one adjacent sea area to another adjacent sea-area.
66. Bug fix – When on the save game screen during PBEM play, pressing the map button will no longer exit the game.
67. Bug fix – Carrier Fleets may no longer undo their prior moves made if a Carrier Air unit moves away from the Carrier Fleet and unattaches itself from the fleet.
68. Bug fix – There used to be a chance that a declaration of war would cost more supplies than specified in the rules. This will no longer happen.
69. Bug fix – You may now use the “supply unit” button on the move mode toolbar to dictate use of supplies in a unit’s region to supply the unit.
70. Bug fix – In some rare cases, units that had Op-fired during a previous player’s turn could be improperly marked as having fired during their own turn even if they hadn’t fired. This has been fixed.
71. Bug fix – Possible inaccuracies with the combat modifier for units that have amphibiously invaded by moving through many areas has been fixed.
72. UI change – The repair screen will no longer scroll back to the top whenever a repair is made.
73. UI change – When the close window button is pressed during play, the player will be asked if they wish to exit the game.
74. Rules Change – Damage Naval units will now tend to be placed on factories that are closer to where they were damaged as long as the region has available production space (i.e. it doesn’t already contain units in production that equal or exceed the factory production points in the region). They will always first attempt to go to a region with the same nationality as the unit if possible, and will still move to frozen zones only as a last resort.
75. Data Change – Increased the starting research levels of the German and WA AA units’ air attack values by 2 in all scenarios.
76. Rules Clarification – There are rare cases where due to units being destroyed in previous combat phases, some units may end up being targeted by two units even though there are other units that have not been fired upon. This is due to a preference for units to return fire at units that have fired upon them if they do not have a like type unit to target.
77. Warning – The PBEM security system that tracks the load count may not function properly during games where players upgrade their version number mid-game.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
-
- Posts: 2134
- Joined: Wed Sep 22, 2004 8:12 am
- Location: GMT-8
RE: Update on next patch
Sounds good!
Hey, I'm scheduled to start a game Monday, could put it off 'til Tuesday. Tell me, should I wait for the patch or blaze away without it!?
Hey, I'm scheduled to start a game Monday, could put it off 'til Tuesday. Tell me, should I wait for the patch or blaze away without it!?
- steevodeevo
- Posts: 173
- Joined: Wed Dec 28, 2005 10:12 am
- Contact:
RE: Update on next patch
thaks joel, any chance of me being a beta tester>?
dont you need crap players to test certain aspects at times? [:D]
dont you need crap players to test certain aspects at times? [:D]
- Joel Billings
- Posts: 33474
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Update on next patch
In fact, the patch has been sent to Matrix and it's likely it will be posted as a public beta by this weekend so you'll be able to test/play it then (and we'll appreciate the feedback). However, you should contact Jan Sorensen if you want to be added to the tester group for the future. We could use a few more testers.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
-
- Posts: 483
- Joined: Mon Sep 29, 2003 9:30 pm
RE: Update on next patch
I'm uncertain what rule changes will be made by this new version. Is there a list of changes that were made after 1.070?
- Joel Billings
- Posts: 33474
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Update on next patch
I don't have a breakdown of what was in 1.070 and what is new in the upcoming patch. All the changes since 1.040 are listed in the post above, but many of these were already in 1.070.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard