
v1.02.00
GAME ENGINE
- Fixed a Hotseat/PBEM++ replay crash when a river naval attacker is destroyed during the attack (MisterMuffles).
- Fixed a CTD that occurs at the end of your turn if you disable the 'Research' option (gmarco, flakhawk1).
- Fixed a full screen map scrolling issue when using the mouse to scroll the map via the screen edges.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Optimized/improved AI unit upgrade logic (LoneRunner)
- Improved AI HQ unit distribution to prevent some of the grouping that has occurred with the larger Civil War maps.
- Improved AI amphibious landings logic.
CAMPAIGNS
1861
- Added Longstreet HQ to Confederate production queue, to deploy on 1861-10-07
- Garibaldi HQ will now spawn with 1.5 experience stars if made Commanding General (was 3)
- Garibaldi HQ will now spawn with 0 experience stars if made Army Commander (was 1)
1861, 1861/7
- Fort Donelson now begins the game with 1 experience (was 0)
- Confederate units associated with a YES answer to DE 101 (‘Sibley’s Army’) or DE 102 (‘Van Dorn’s Army) will deploy in San Elizario or San Antonio if El Paso is unavailable
- Van Dorn HQ removed from Confederate build list to prevent duplicate name issue
- DE 101 and 102 will now appear if El Paso is Union-owned to ensure Confederacy still receives associated units
1861, 1861/7, 1862, 1862/T
- Added Atlanta Monitor to Confederate production queue, to deploy on 1862-11-22
1861/7
- Increased Confederate starting MPPs to 1000 (was 700)
1861/7, 1862, 1862/T
- DE 513 will no longer be associated with DE 525
1864
- Lincoln Re-elected popup will no longer display in this campaign by default
All CW Campaigns
- Corrected font of map text for Lake Chapala
- Corrected wording error in several popups
- Improved AI planning exclusions
- Improved Union AI amphibious behaviour
- Corrected error in notes for DE 511
- Improved AI research priorities
- Improved AI prioritisation in Eastern Theatre
- Added DEs 125 (“Pass the Tithe Act?”) and 126 (“Abandon Cotton Strategy?”)
- Added several fortifications around New Orleans, Mobile and Wilmington
- Improved AI planning exclusions
- Southwest Pass ports (at mouth of the Mississippi River) are now considered core Confederate territory under Union occupation, preventing the Union from deploying new ships at these locations
- Improved Union AI blockading behaviour
- Improved Union AI transport behaviour
- Improved Confederate AI handling of offensive towards Denver
- Automatic Union AI unit spawns in southern Mississippi River will now fire correctly
- Reduced MPPs from Montana, Idaho and Utah Territories following gold rush events to 25/turn each (was 50)
- Corrected typo in War Maps display map
OTHER
- Updated Strategy Guides
v1.01.00
GAME ENGINE
- Fixed an error where AI naval units that passed through a land unit on a river were not taking damage (Beriand).
- Fixed an ambush error that led to river ships attacking ocean or coastal ships when they were surprised (Fafnir).
- Fixed an issue with PBEM that no longer requires players to launch the game as an Administrator.
- Fixed a Community Pack\Mod selection issue that no longer requires players to launch the game as an Administrator.
- Fixed an AI issue where the AI would not fill vacant cities, towns or settlements when threatened and it was able to move a unit in to cover (Mithrilotter).
- Fixed the map scrolling large map text irregular display issues.
- Fixed an AI swap unit error that would lead to a possible CTD (fafnir).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed an entrenchment calculation error that had units entrenching beyond expected values (The Land, redrum68).
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Railroad Battery will now also automatically target any units located on a resource similar to Siege Artillery
- Added HQ names to HQ units on the map, via the ADVANCED options
- HQ names will also display by default in the Production Queue (gwgardner)
- HQs with a rating >= 8 will now provide an extra 10% 'Prepared Attack Bonus' for all units attached to it.
- HQs with a rating >= 8 will display on the map with an additional orange outline, as well as yellow coloured name text on the map when the display HQ name option is enabled.
- Map text at cities/towns now show with a slightly darker outline, which should help text visibility with the new map style.
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Fighting Spirit amendments made to unit morale as follows:
- If Fighting Spirit < 25% then Unit Morale is multiplied by 0.85
- If Fighting Spirit < 50% then Unit Morale is multiplied by 0.90
- If Fighting Spirit < 75% then Unit Morale is multiplied by 0.95
- If Fighting Spirit > 125% then Unit Morale is multiplied by 1.10
- REPORTS and LOSSES screens now replace 'Air' unit columns with 'Forts', e.g. blockhouses and defences have been moved over to the Forts column, and balloons have been moved to the Land column.
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- When a Research Breakthrough occurs, the message will now come from the War Department rather than "scientists" (Zerosen4281857).
- HQ ratings shown with HQ names when the 'Display names on HQ units' option is enabled.
- Updated the tool tip messages in the ADVANCED screen after changing some of the options in the last update (gwgardner).
- Defenses, when attacking, will attack leaving at least 1 shell in reserve for the following turn when on the possible defensive.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- All script references to Axis or Allies have been amended to Union or Confederates respectively (redrum68).
- Changed all mentions of Strikes to Attacks (Redcoat22).
- Defenses can no longer shell coastal/ocean ships if the Defenses unit is located on a riverine hex.
- AI pathing to avoid 0 supply hexes improved.
EDITOR
- Fixed an 'Automatic Upgrades' screen issue that did not allow you to edit the Ironclad attack values for Submarines when viewing 'Experimental Submarines' (The Land).
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).
- Removed the mention of Paratroops Minimum Supply Level from the Editor (lionel1957).
CAMPAIGNS
1861
- Fixed ‘Market Glut’ FS event to correctly deduct 4000 FS points from the Confederacy
- Confederacy will now suffer a further loss of 4000 FS points on 1861-09-27 if they say YES to DE 109, representing the fall of the world cotton price
- Saying YES to DE 118-123 will now cost 400 MPP and provide a guaranteed increase in sponsor’s mobilisation by 12-20% and other two Europeans by 6-10%, NO will result in a guaranteed fall in mobilisation of 6-10% for all three Europeans (all values halved in the case of DE 121-123)
- DE 519 YES will result in the Butler HQ and Brigade deploying in Annapolis if Fort Monroe is occupied.
- DE 103 will now fire at the end of Confederate turn 3
- Confederate Regiment deployment in Missouri/Arkansas no longer tied to answer to DE 501, and will now always deploy in Carrollton AR
- Confederate units in Arkansas will now deploy on June 1, 1861 (was immediately upon Arkansas secession).
- Moved Confederate Strategic Advice referencing Missouri State Guard to show on 1861/06/01
- Missouri State Guard will automatically surrender if Union AI has not taken Jefferson City by the end of the 1861/07/12 turn
1861, 1861/7
- Disabled the New Orleans Amphibious scripts for Union AI.
- The chosen European sponsor’s mobilisation will increase by 15-20% on or after 1861-10-01 to represent the cotton shortage in Europe
- Fixed the Union occupation of Fort Hatteras and Port Royal deleting Confederate warships from captured hexes (except ports)
- Moved Confederate Strategic Advice referencing European sponsor popup to turn 2
- Amended text of Confederate Strategic Advice regarding timing of Kentucky’s entry
1861, 1861/7, 1862, 1862/T
- Union AI will now receive an Engineer in Annapolis on 1861-09-01
- Added Confederate DE 124: Raise Texas Volunteers?
1861, 1861/7, 1862, 1862/T, 1863
- Union will now receive 1500 Fighting Spirit points upon capturing Knoxville
- DE 1006 enabled by default
- Base FS of Union and Confederacy increased by 20000
1861, 1861/7, 1862, 1863, 1864
- Chance per turn of European mobilisation increasing per hex distance of Union armies from Richmond and Nashville increased to 15% (was 10%)
- Chance of European supply ships successfully running the Union blockade increased to 15% (was 10%)
- Removed unnecessary conditions on some automatic AI unit spawn scripts
1862
- British, French and Spanish mobilisation now starts at 40% (was 25%)
1862/T
- Removed redundant British mobilisation scripts
1862, 1862/T
- Confederacy now begins the campaign with 105000 Fighting Spirit points (was 104000)
- Union now begins the campaign with 78000 Fighting Spirit points (was 75000 in 1862/T)
1862, 1862/T, 1863
- Reduced starting investments in technology for Union and Confederacy in several categories
1863
- Confederacy now begins the campaign with Infantry Tactics Level 2 (was 1)
- Confederacy now begins the campaign with Corps Organisation Level 3 (was 2)
- Union now begins the campaign with 56000 Fighting Spirit points (was 65000)
- Confederacy now begins the campaign with 75000 Fighting Spirit points (was 70000)
- Union III and XII Corps will now deploy at Wilmington DE on 1863-07-12 (was 1863-06-28)
1863, 1864
- Confederacy begins the campaign with additional units deployed in Texas
- Confederacy now begins the campaign with Field Telegraph Level 1 (was 0)
1864
- Confederacy now begins campaign with Production Technology level 4 (was 3)
- Confederacy now begins campaign with 900 MPP (was 600)
- Union now begins the campaign with Cavalry Tactics level 2 (was 1)
- Added five Divisions to Confederate production queue
- Added a set of alternative Victory Conditions ending on 1864-11-08, tied to DE 1007
- Confederacy will receive 10000 Fighting Spirit points on 1864-05-01 if DE 1007 is enabled
All CW Campaigns
- Urban resource defensive bonus will now be the same when defending against Wooden and Ironclad warships
- Set 100k as Fighting Spirit default (ie, DE 1006 to YES setting)
- Removed DE 1006
- Union Capture of Tallahassee will now reduce Confederate FS by 3000 (was 5000)
- Improved wording of the Pueblo mobilisation script
- Mobility research will no longer show as an upgrade for Siege Artillery
- Armoured Trains demoralisation reduced to 5% (was 15%)
- Armoured Train soft attack increased to 3 (was 2)
- Armoured Trains now capped at 5 strength (was 10)
- Reduced cost of Armoured Trains to 150 (was 200)
- Armoured Trains now cannot be purchased until 1861-07-01
- Terrain bonuses no longer apply to unused unit slots
- New York -> Mississippi River Naval Loop moved to hex 168,46 and associated messages edited
- Popup messages, excluding Decisions and Strategic Advice messages, will now use report.ogg (Morse) instead of popup.ogg (Telegraph bell)
- Improved railroad map in western Virginia
- Increased Confederate Siege Artillery build limit to 2 (was 1)
- Reduced HQ experience gain from a successful attack by Soft, Infantry and Cavalry units to +0.05 (was +0.10)
- Reduced HQ experience gain from a successful attack by Artillery, Armoured Train and Fort units to +0.00 (was +0.10)
- Reduced maximum level of Industrial Technology to 4 (was 5)
- Confederate AI will now garrison Atlanta
- Improved Union AI behaviour should Washington or Frederick MD be captured by the Confederacy
- Loop Markers now have arrows to make these hexes more easily visible.
- Blockade Markers relating to European Supply Ships will now only display when the associated cities are controlled by the Confederacy.
- Improved AI garrison scripts relating to Missouri State Guard
- Improved wording of DE 501
- Increased Surrender of Mexico FS impact on Union to 10000 (was 6000)
- Moved Kernstown map label to improve visibility
- Adjusted Confederate and Union AI research priorities
- Improved Union naval AI behaviour around Fort Pickens FL
- Siege Artillery reduced to 1 shell (was 3)
- AI Confederacy will now garrison Raleigh
- AI Confederacy now receives some units when Raleigh is threatened
- Amended text of Confederate Strategic Advice regarding cotton speculators in Tennessee
- Moved Southwest Pass LA river port to 101,133, adjusted associated scripts to reflect this
- Added AI planning exclusions
- Cavalry Brigades now correctly increase attack and defence stats by +0.5 per level of Cavalry Equipment research (was +1)
- Hex 153,59 will now correctly join the Confederacy should Maryland secede from the Union
- Increased effect of Consumer Goods DEs to 200 FS per turn per event
- Buoyancy Tanks research cost reduced to 50 MPPs (was 100)
- Experimental Submarines research cost reduced to 50 MPPs (was 100)
- Confederate occupation of Washington will now reduce Union Fighting Spirit by 500 points per turn
- Accepting the Partisan Ranger DE will now reduce Confederate FS by 50 points per turn (was 200)
OTHER
- 1861 Blue and Gray Strategy Guide updated
- Strategy Guides added for the other campaigns
- Replaced hq_movement1 with the same file as hq_movement2 (ie, no motorised movement in background)
- A darker grey colour is now used to represent Confederate tiles when National Colours enabled
- Added missing hexes to tile_sprites_ice (and zoom variant) for the Classic Alternate Map tileset
- 1861 Blue and Gray Strategy Guide updated