1.20 Public Beta Patch Avalible!!

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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Greg Wilcox
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1.20 Public Beta Patch Avalible!!

Post by Greg Wilcox »

We've uploaded the Beta version of the 1.20 Comprehensive Update available to our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell. See the change list list below for details.

You can download this as a Registered Download as long as you have registered your World War 2: Road to Victory serial number in our Members Club (click on the MEMBERS link in the top nav bar).

Change List:
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 ¡V if at level 1 ¡V 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. ¡V10% 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 ¡V40% (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 ļ
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 ¡V to 60%, 10 or lower ¡V to 40%, 5 or lower to 20%
24. Saudi Arabia now has 1 VP which prevents them from surrendering in the first turn after they enter the war.
25. ¡§Soviet Union Prepares for War¡¨ event tweaked, it won¡¦t fire more than once in a turn.
26. Magnitogorsk was made a Main Supply Source. This allows Russia to deploy purchased units even when Stalingrad, Leningrad and Moscow are lost.
27. Fixed a serious bug in AI sea invasion plannig routine. AI used to target cities that could not be reached due to lack of control over straits.
28. Fixed a bug in AI front calculation algorithm. If the enemy had no units in the area of front cities, the AI did not attack such cities.

AI Enchancements
1. Garrisoning algorithm improved. AI units should no longer abandon front-line cities.
2. AI will no longer try to sea-transport units to a city which is a pocket (not linked to any other friendly controlled city) and surrounded by other units (no place to unload)
Greg Wilcox
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Jaimainsoyyo
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RE: 1.20 Public Beta Patch Avalible!!

Post by Jaimainsoyyo »

[&o][&o][&o]Superb¡¡¡¡ [:D] I´m ready to test this one..  is there any player to try it with me? 
Mickrocks201
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RE: 1.20 Public Beta Patch Avalible!!

Post by Mickrocks201 »

[font="Arial"]A couple of quick notes about 1.20

1) when you land an airborne unit any adjacent enemy are still invisible until you move the airborne unit - in effect you cant give any bombardments or air attacks on enemy until you make it visible.

2) if you move a German airborne unit via para move into a friendly hex, Germany gets control of the hex even if it is owned by Italy. Not sure what longterm effect that has.

3) if you try to deploy a unit and move the cursor more than one screen it seems to cancel the deploy.

4) wow.. the move to intercept when I tried to invade Norway was devastating.. took out whole german navy (and I mean every last ship Germany had) and all the amphib transport. Was that just a bad string of bad rolls?

[/font]
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Vypuero
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RE: 1.20 Public Beta Patch Avalible!!

Post by Vypuero »

No that happens every time - happened in previous version too.  I concluded I must attack with a para unit only with some air support - seems to work
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Vypuero
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RE: 1.20 Public Beta Patch Avalible!!

Post by Vypuero »

jamain - would be willing to try PBEM if you want to.  Have to see how it works
wjthomps
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RE: 1.20 Public Beta Patch Avalible!!

Post by wjthomps »

All these changes are great! But, when the AI is taking its turn, the Combat Results box immediately covers the battle that it is referring to. I'd like to see the battle, which units are attacking, and those being attacked for more then the second that it's displayed before being covered over. I mentioned this before, and it shouldn't be difficult. Thanks.
wjthomps
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RE: 1.20 Public Beta Patch Avalible!!

Post by wjthomps »

Oh the fix? Move the Combat Results box to one side.
comrade
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RE: 1.20 Public Beta Patch Avalible!!

Post by comrade »

ORIGINAL: mickrocks

[font="Arial"]A couple of quick notes about 1.20

1) when you land an airborne unit any adjacent enemy are still invisible until you move the airborne unit - in effect you cant give any bombardments or air attacks on enemy until you make it visible.

2) if you move a German airborne unit via para move into a friendly hex, Germany gets control of the hex even if it is owned by Italy. Not sure what longterm effect that has.

3) if you try to deploy a unit and move the cursor more than one screen it seems to cancel the deploy.

4) wow.. the move to intercept when I tried to invade Norway was devastating.. took out whole german navy (and I mean every last ship Germany had) and all the amphib transport. Was that just a bad string of bad rolls?

[/font]

1 and 2 were occuring in 1.19 but were fixed in 1.20, I just tried to replicate these and everything works OK!

3 - don't click on mini-map when in paratroop drop mode - this will cancel the move. I know it's a bit inconvenient but it works like that. If you want to scroll the map - just move the mouse to the edge of the screen.

4 - works as designed. Never attempt amphib landing without total naval superiority. For norway - use paratroops and heavy air strikes on Oslo.
mitxel
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RE: 1.20 Public Beta Patch Avalible!!

Post by mitxel »

With the patch 1.20, francia never surrender?[:@]

I've taken paris and metz.

sorry for my poor english.
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doomtrader
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RE: 1.20 Public Beta Patch Avalible!!

Post by doomtrader »

is belgium and holland conquered?
mitxel
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RE: 1.20 Public Beta Patch Avalible!!

Post by mitxel »

yeahhhhh, quick answer.

Belgium, yes.
Luxemburgo, yes.
Holland, no, The war does not declare to holland
winky51
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RE: 1.20 Public Beta Patch Avalible!!

Post by winky51 »

France does surrender, I played it last night.  You have to take enough cities apparently.
 
Good work on the patch guys.
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jbunnelle
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RE: 1.20 Public Beta Patch Avalible!!

Post by jbunnelle »

Your speed on this is to be commended. [&o]
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Toby42
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RE: 1.20 Public Beta Patch Avalible!!

Post by Toby42 »

So, what is the verdict on the game with the patch? I've been holding off until I see what's going on...
Tony
Mickrocks201
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RE: 1.20 Public Beta Patch Avalible!!

Post by Mickrocks201 »

[font="Arial"]Items 1 & 2 still occur in my version of 1.20 - (para drop not exposing adjacent units and also para drop controlling friendly hex)

Also I took Malta via para drop, but I am still getting the naval forces in malta disrupting supplies in africa message. what makes it stop?

Not sure I understand who ends up with hex control. Just about all hexes taken in Russia by Army Group South end up controlled by Romania. I could see to a point that Romania should probably get control of previously Romanian territories lost to Russia prior to '41, but all the territory south of Kursk?

The AI is definitely better, but I still was able to take Moscow by July '41. I am not rampaging thru Russia like I was before but soon will be. It seems the AI chose to defend the area around Riga strongly and never reinforced Moscow (only one 5 str inf) when I drew near with my armor. The partisan rules kept my armies from growing - spent all my PP on replenishment.

I left Libya with about 5 Italian inf and 2 mot corps. The brits moved around trobuk and towards bengazi but will not attack any of the Italian units. My Italians are pretty much ripe for the picking if the brits got a little aggressive, but it appears they are happy just surrounding my Ities.[/font]
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Barthheart
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RE: 1.20 Public Beta Patch Avalible!!

Post by Barthheart »

ORIGINAL: mickrocks
...
Not sure I understand who ends up with hex control. Just about all hexes taken in Russia by Army Group South end up controlled by Romania. I could see to a point that Romania should probably get control of previously Romanian territories lost to Russia prior to '41, but all the territory south of Kursk?
...

I noticed this too. It seems that where you advance from makes the difference. If you had Italian troops advance into Russia from Romania the land will be Romanian. In some other game that dis this too, can't for the life of me remeber which one [8|], it was explained that they supported your advance so they got credit as the conquering nation....

Seems Ok to me....
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
Mickrocks201
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RE: 1.20 Public Beta Patch Avalible!!

Post by Mickrocks201 »

[font="Arial"]I took out Holland first and left belgium neutral till Holland was conquered. Then I took out Belgium in one turn after that. I then pushed my armor down and took Paris and one other French city and the next turn the French folded like a house of cards. So I think if you have both Belgium and Holland conquered all you need is Paris to force a French surrender. [/font]
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Barthheart
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RE: 1.20 Public Beta Patch Avalible!!

Post by Barthheart »

ORIGINAL: mickrocks

[font="Arial"]I took out Holland first and left belgium neutral till Holland was conquered. Then I took out Belgium in one turn after that. I then pushed my armor down and took Paris and one other French city and the next turn the French folded like a house of cards. So I think if you have both Belgium and Holland conquered all you need is Paris to force a French surrender. [/font]

I think you need Metz as well..... basiclly you need all VP cities in a country for it to surrender.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
Mickrocks201
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RE: 1.20 Public Beta Patch Avalible!!

Post by Mickrocks201 »

ORIGINAL: Barthheart

ORIGINAL: mickrocks
...
Not sure I understand who ends up with hex control. Just about all hexes taken in Russia by Army Group South end up controlled by Romania. I could see to a point that Romania should probably get control of previously Romanian territories lost to Russia prior to '41, but all the territory south of Kursk?
...

I noticed this too. It seems that where you advance from makes the difference. If you had Italian troops advance into Russia from Romania the land will be Romanian. In some other game that dis this too, can't for the life of me remeber which one [8|], it was explained that they supported your advance so they got credit as the conquering nation....

Seems Ok to me....

[font="Arial"]
I agree.. it actually works out better for deploying new Romanian units in karkov then moving them all the way from Romania.[/font]
Mickrocks201
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RE: 1.20 Public Beta Patch Avalible!!

Post by Mickrocks201 »

ORIGINAL: Son_of_Tang

All these changes are great! But, when the AI is taking its turn, the Combat Results box immediately covers the battle that it is referring to. I'd like to see the battle, which units are attacking, and those being attacked for more then the second that it's displayed before being covered over. I mentioned this before, and it shouldn't be difficult. Thanks.


It WOULD be nice to have the C/R box be relocatable. Same problem as with VITP, can't easily see the results were referring to.
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