What's coming in v1.20 (PBEM and more)

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
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Erik Rutins
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What's coming in v1.20 (PBEM and more)

Post by Erik Rutins »

v1.20 is going into internal testing for a few days, we hope to have it out as a public beta before the end of the week and as an official release next week. Here's the change list we're looking at right now:

v1.20
• New Features


1. Play By Email (for up to 8 players).
2. Generic siege functionality: If the city is surrounded by enemy units (all adjacent non-water hexes) a check is made, if it fails, garrisoning unit loses a level or – if at level 1 – surrenders. This check is done at the end of the turn for each surrounded city. Base chance is 20%, other factors that influence check chance:
 Effective strength ratio (besieging units to besieged unit), 0% for 1:1, 10% for 2:1, 20% for 3:1 and so on. –10% for 0.9:1, -20 for 0.8:1 and so on.
 Presence of commanders on both sides (+2% per commander skill)
 City supply value (-2% per one point of city supply value)
 Air superiority at the city hex. Ranging from –40% (when owner of besieged unit has 4:1 or more air superiority over besieged city) to +40%
3. Added new sea zones: North Sea and Barents Sea, added Arkhangelsk port
4. Lend-Lease events, creating resource convoys to UK and Russia
5. Russian partisans event (25% chance). Germany must spend PP on anti-partisan operation or face the effectivity drop for all units in Russian territory during next turn.
6. Malta added (Valetta as a port city conneted with Central and Eastern Medit. zones) with british division as garrison.
7. 25% chance that Malta will disrupt axis supply in North Africa (reducing eff. by 25% for next turn)
8. Color, width and style of borders can now be managed from preferences screen
9. City names can be displayed on the map.
10. Kiel port has connection with Baltic Sea
11. Selecting own unit and clicking adjacent enemy will now always initiate the attack displaying all statistics (even if selected own unit already participated in multiple-direction attack this turn)

• Fixes
1. Sea battle crash/lockup problem (ocurring on Vista) fixed.
2. Fixed CTD on autosave after hitting Next Turn, when naval unit were purchased but not deployed.
3. Fixed CTD on AI invasion (case when invading port connected to 2 sea zones)
4. Bug fixed: Log file stuck after invoking clear method (could have been responsible for some of the lockups and/or CTDs)
5. Bug fixed: Neutral countries can now execute resource convoys.
6. Bug fixed: Enemy unit can now be shore-bombarded again next turn.
7. Bug fixed: It is no longer possible to drop paratroops on enemy unit.
8. Bug fixed: Fog Of War range is refreshed after amphib landing / paratroops landing / unloading land unit from transport.
9. Ribbentrop-Molotov and Vichy events now increase War Economy of USA and USSR
10. End date in russian winter event was corrected
11. Rebasing air units from USA is now possible thanks to 1-hex island at (37,78). This hex is always in full supply. US AI was made aware of this hex too 
12. Vichy france now considers former French cities as its own for PP collection purpose (which basically means it’ll collect more PP). Vichy event and 1941 scenario setup were changed to reflect this.
13. Fixed unit revealing proceure for disabled Fog Of War (when AI deployed new units with FOW disabled they were not visible on map until AI finished its turn).
14. Units deployed by human player are always visible when deployed (solved problem with using F1 screen and changing control to human in the middle of the game and then trying to deploy units purchased earlier by AI)
15. +50 and +100 DP added for germany on Ribbentrop-Molotov and Vichy events respectively. Should allow to get all historical allies in time.
16. It is now possible to invade the USA (coastal hexes were assigned to North Atlantic sea zone).
17. Increased US and Soviet base PP.
18. Increased initial German SMP to 8, Increased initial US STP to 250.
19. Increased initial US War Economy to 30% decreased initial German War Economy to 50%
20. War Economy per month growth rate increased to 5% and 7% for democracies and regimes respectively.
21. Initial War Economy values for UK and Italy fixed in 1941 scenario
22. After War Economy reached 100% it will grow 1% monthly (applies to all countries)
23. Max replecement level is now more sensitive to supply level. Supply 20 or lower will allow for replecements up to 80% of maximum strength, 15 or lower – to 60%, 10 or lower – to 40%, 5 or lower to 20%

• AI Enchancements
1. Garrisoning algorithm improved. AI units should no longer abandon front-line cities.
Erik Rutins
CEO, Matrix Games LLC


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Mrtyphoon
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RE: What's coming in v1.20 (PBEM and more)

Post by Mrtyphoon »

Thank you for the PBEM. Now this has become a must buy and is downloading now.
LuckyJim1006
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RE: What's coming in v1.20 (PBEM and more)

Post by LuckyJim1006 »

Oh yes - this is the start of a beautiful relationship [:)]
comrade
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RE: What's coming in v1.20 (PBEM and more)

Post by comrade »

Check out the first PBEM game AAR in the AAR subforum [:)]
Lucky1
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RE: What's coming in v1.20 (PBEM and more)

Post by Lucky1 »

Although I am not surprised, I am heartened to see Matrix and the developer support the game / community. I look forward to playing the game! Will the patch be integrated in the game download (i.e., do new buyers have to download the patch the game as well)? I recommend that this be the case....
 
 
Hanal
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RE: What's coming in v1.20 (PBEM and more)

Post by Hanal »

If I  can be forgiven and recommend here for a future patch an addition.....what I would like to see is a indicator of how many action points you use per hex you want to advance...perhaps when you click on a unit, along with the shaded hexes you would also see a number in each hex showing how many APs you would use if you want to advance to that hex...maybe I am missing something already present, but sometimes I end up using all of the AP's to reach a point when I was hoping to have something for an attack...I have resorted to counting hexes but that is a bit tedious...anyway, just a thought....
winky51
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RE: What's coming in v1.20 (PBEM and more)

Post by winky51 »

Excellent improvements gentlemen. I like the malta supply add on, very nice.
alaric318
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RE: What's coming in v1.20 (PBEM and more)

Post by alaric318 »

ORIGINAL: J P Falcon

If I  can be forgiven and recommend here for a future patch an addition.....what I would like to see is a indicator of how many action points you use per hex you want to advance...perhaps when you click on a unit, along with the shaded hexes you would also see a number in each hex showing how many APs you would use if you want to advance to that hex...maybe I am missing something already present, but sometimes I end up using all of the AP's to reach a point when I was hoping to have something for an attack...I have resorted to counting hexes but that is a bit tedious...anyway, just a thought....

greetings, it will be a good enhancement, but remember that you have the "undo last order" interface button, i am not sure if it works when you end adjacent to enemy but i think it work so, i think it may be a workaround until the movement point calculation is added, and maybe other things are on more priority, just my own oppinion,

best regards,

murat30.
There is no plan of battle that survives the contact with the enemy.
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Rob Brennan UK
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RE: What's coming in v1.20 (PBEM and more)

Post by Rob Brennan UK »

This is really starting to look like a bit of a must have game now.

Pbem excellent decision to add that.
Fast patch with improvements and not just bug fixes , v nice. [8D]

I think i might treat myself to a new game for the weekend. [:)]
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
marklv
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RE: What's coming in v1.20 (PBEM and more)

Post by marklv »

What I want to see the option to keep USSR and/or USA neutral. [:@]
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LarryP
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RE: What's coming in v1.20 (PBEM and more)

Post by LarryP »

ORIGINAL: J P Falcon

If I can be forgiven and recommend here for a future patch an addition.....what I would like to see is a indicator of how many action points you use per hex you want to advance...perhaps when you click on a unit, along with the shaded hexes you would also see a number in each hex showing how many APs you would use if you want to advance to that hex...maybe I am missing something already present, but sometimes I end up using all of the AP's to reach a point when I was hoping to have something for an attack...I have resorted to counting hexes but that is a bit tedious...anyway, just a thought....

I agree with this motion. The Undo turn does not work if an enemy was spotted during the move. Excellent idea. [&o]

I've been saving the game just before a critical move and that gets old. This would make it much easier.
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LarryP
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RE: What's coming in v1.20 (PBEM and more)

Post by LarryP »

Erik;

Will saved games work with the patch? [&:]

Either way, thanks for the patch! [&o]
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Severian
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RE: What's coming in v1.20 (PBEM and more)

Post by Severian »

The Undo turn does not work if an enemy was spotted during the move.
Like Panzer General series [:)] Good, old PG [:)]
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JudgeDredd
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RE: What's coming in v1.20 (PBEM and more)

Post by JudgeDredd »

Game sounds fantastic...I suspect it's only a matter of time before I hand over my money
PBEM is good news (although limited...PBEM really needs replay so you can see what went on)
 
I'm still on the fence at present, but about to fall off...If Past could just get his finger out and post some serious good/bad points. He's shrood with his purchases, so for him to buy this almost out the gate is almost reason enough...but I'd still like to see some detailed notes from him about this one.
 
I'm still dubious about AI...leaving key cities...not protecting flanks so cities can be surrounded...cities that NEVER give in and always replenish! So I still have a few reservations. Scale looks nice though. Plenty of scope for some tactical movement on a strategic map.
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Erik Rutins
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RE: What's coming in v1.20 (PBEM and more)

Post by Erik Rutins »

With luck, v1.20 will be available as a public beta tomorrow via the Members' Club in preparation for next week's official release.
Erik Rutins
CEO, Matrix Games LLC


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RE: What's coming in v1.20 (PBEM and more)

Post by comrade »

ORIGINAL: LarryP

Erik;

Will saved games work with the patch? [&:]

Either way, thanks for the patch! [&o]

Unfortunately, games saved in 1.19 won't be compatible with 1.20.
dave74
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RE: What's coming in v1.20 (PBEM and more)

Post by dave74 »

i was waiting for this to update my aar, looks like i cant then.

still, looking forward to the patch..
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jbunnelle
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RE: What's coming in v1.20 (PBEM and more)

Post by jbunnelle »

Great. I think I've decided to purchase, but I'm waiting on the patch.

Jaimainsoyyo
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RE: What's coming in v1.20 (PBEM and more)

Post by Jaimainsoyyo »

Hi guys where is the new patch ? I would prefer play against a person instead the AI. Another question where I can find more player?
Thanks for your reply.
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LarryP
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RE: What's coming in v1.20 (PBEM and more)

Post by LarryP »

ORIGINAL: jaimain

Hi guys where is the new patch ? I would prefer play against a person instead the AI. Another question where I can find more player?
Thanks for your reply.

Looks like tomorrow (Friday 8-8-08) for the patch. [:(]
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