New version of 1.03 Beta Now Available!

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).

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Andrew Loveridge
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New version of 1.03 Beta Now Available!

Post by Andrew Loveridge »

We had a quick change on a couple items and wanted to get them to you before the weekend. It has replaced v1.03 beta 3 in the Members Club. Below is listed both the few changes in this new executable and those in the last update.


Change History:

V1.03 Beta 4 – February 11, 2011
    [b]New Features and Rule Changes[/b] [ul] 1) Reduced the effectiveness of city bombing on factories.
Bug Fixes
    1) Fixed a bug that caused some German and Soviet Human player attacks on turn one of the 41-45 Campaign to have their attacking CV values dramatically increased. 2) Fixed a bug causing the Soviet Gun Brigade to be listed as a choice to be created prior to its correct May 42 availability date.
[/ul]
V1.03 Beta 3 – February 7, 2011
    [b]New Features and Rule Changes[/b] [ul] 1) Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain. 2) New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE. 3) New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds it’s national morale by 30 points or more. 4) New Rule – Axis leaders that are limited to Army and Corps commands only that achieve the rank of Feldmarschall are permitted to command Armies. 5) New Rule – Isolated units will fire only ¼ as much as they would if they were not isolated in order to save ammunition. 6) New Rule - On map Soviet air groups with no aircraft can be disbanded automatically before 1943. 7) Rule Change – For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items. 8) Rule Change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50). 9) Rule Change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements. 10) Rule Change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn. 11) Rule Changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads. 12) Rule Change - Experience reduction caused by replacements is more based on the relative amount of replacements received. 13) Rule Change and New Rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn. 14) Rule Change – The 2nd Polish Army mentioned in section 19.3 of the manual will never enter the game before 1944. 15) Rule Changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel. 16) Rule Change – The undo command will no longer work once an air mission has been flown. This prevents a player moving an air base, using it as a staging base for a mission and then undoing the air base’s move. 17) Rule Change – Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943. 18) Rule Clarification – Units that rout may only move to cities/towns that are less than 24 hexes away and which are on a linked rail line or are a linked port. If they are unable to rout move to a valid HQ or city/town, they will surrender. 19) Formula Change – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale. 20) Formula change – Increased the chance that defending fighters will be able to intercept recon missions. 21) Formula Change - Made an adjustment to the section 15.8.1 rule in the rules addendum regarding units that have no hex to retreat to. Originally this rule never applied to units with a morale of greater than 75. Now it never applies to units with a morale greater than 60. Also, the chance of this happening to qualifying units has been reduced. 22) Rule Change – There are now less restrictions for changing the aircraft in an air group. Aircraft can be changed if:[ul] 1. Aircraft types are the same 2. Tactical Bombers can switch to Fighter Bombers 3. Fighter Bombers can switch to Tactical Bomber if the group is trained as bombers 4. Fighter Bombers can switch to Fighters or Jet Fighters if the group is trained as fighters 5. Fighters can switch to Fighter Bombers and Jet Fighters 6. Jet Fighters can switch to Fighter Bombers and Fighters 7. NBAP groups can switch only to U-2 Tactical Bombers 9. ZG groups can switch to Night Fighters and Fighter Bombers 10. JG groups cannot switch to the Bf110 11. Groups with the Bf110 cannot switch to the Bf109 The AI can use these new rules to swap aircraft in the group automatically.
23) Formula Change – The chance and amount of morale reduction incurred by isolated units in the logistics phase has been reduced.
24) Formula Change – Larger sized construction support units will be more likely to be sent to repair rail hexes with damage greater than 19.
25) Formula change - Increased the amount of planes destroyed during training, but decreased the impact of each lost plane on the group’s experience (less pilots assumed killed).
26) New Interface - Added an interface window to provide information when upgrading aircraft. Accessed from the group detail window when the group is set for Manual Aircraft Change. Click on the word ‘Manual’. The window will display the possible aircraft alternatives and for each, the amount of aircraft in the pool, the amount of aircraft in air groups, and the number of factories. Allows for navigation to appropriate information windows and back. Also allows players to compare aircraft.
27) Improved German AI first turn script in the 1941-45 Campaign.
[/ul]
Bug Fixes
    1) Fixed the bug that was allowing game options to be changed after the start of a PBEM game. 2) Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943. 3) Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank. 4) Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex. 5) Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change. 6) Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft"" 7) Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown. 8) Increased the probability of artillery and infantry weapons being produced from armaments. 9) Deleted the temp file created when a Multiplayer game is saved to the server. 10) Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question. 11) Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines. 12) Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn. 13) Fixed a bug involving vehicle usage during the replacement phase. 14) Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe. 15) Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply. 16) Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points. 17) Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system). 18) Fixed a bug with aircraft that could result in players getting a “no more slots available” when attempting to upgrade aircraft. 19) All damaged elements were being returned to the pool whenever a ground unit changed its OB. This was not intended and has been changed so it does not happen. 20) In small scenarios with limited production, made sure that only the supplies needed for the reduced production levels are expended. 21) Fixed the interface so that when in recon mode, right clicking on the right side panel will bring up the air base detailed information window instead of launching a recon mission. 22) Fixed a bug where the AI was improperly railing factories out of cities adjacent to enemy units. 23) Fixed a bug where non-Rumanian units attached to a Rumanian HQ could still be listed as attached to the HQ after it had become a Soviet unit upon Rumanian surrender. 24) In some cases, Finnish units were incorrectly able to attack once they were over the Finnish no attack line. This has been corrected so that until the 2 Leningrad hexes have been taken, the Finns can never attack when south of the line. 25) Fixed the G hotkey so that it will never assign a non-security unit to a RHG HQ. 26) When using FOW, the fogged up CV values of enemy units were not being saved off when saving a game and cleared properly when exiting a game. This could lead to anomalies in CV values when repeatedly loading save games. This was only a display issue and did not impact the unit’s real CV in combat. This has been fixed. 27) Fixed a bug that prevented Soviet Amphibious landings against enemy controlled hexes. 28) Fixed a bug where Rumanian units were being allowed to move north of the Axis Ally Limit Line. 29) Fixed a bug where aircraft could be removed from the production pool. 30) Fixed a bug where a player could move a unit and then perform an HQ buildup and then undo the previous move and regain the AP spent on the HQ buildup. Now, once an HQ buildup is performed, no moves done prior to it are undoable.
Data and Scenario Changes
    1) The following data files were changed: wrdevice.dat, wrleader.dat, wrac.dat, wrob.dat. 2) Tweaked the blast radii of many of the devices to correct for rounding errors. 3) Changed the German 88mm Anti-tank Gun to Heavy AT-Gun type. This change should keep the 88mm ATG out of units it shouldn’t go to as well as keeping lighter ATGs out of German heavy anti-tank gun battalions. 4) Corrected the number of hand grenades (as devices) in Panzer Grenadier Squads 99 & 100. It read 8 but should have been 1. 5) Changed all ground element end dates of 5/45 or later to a consistent 9/45. This fix is to correct production stopping in games going past 5/45 for many ground elements. 6) Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will fix the problem where 3 guard tank brigades could not be merged into a Tank Corps and 2 guards and 1 non-guards were merging into regular Tank Corps. 7) Added OB 393 43 Heavy Panzer Battalion (-) to be the TOE for the 101st SS Heavy Panzer Battalion. 8) Changed Slovakian leaders so they can command both ground and air HQ’s. 9) Added OB 470 44c SS Panzer Division for the Tigerless Wiking Division. OB 115 has been renamed from 44c SS Panzer Division to 44d SS Panzer Division. 10) Changed Go 145C(48) type to Tactical Bomber 11) Reduced the build limit for the U-2(transp) to 5 and U-2(recon) to 2. 12) Changed FW 190F type to Tactical Bomber 13) Changed FW 190G type to Tactical Bomber 14) Modified build limit for Ta 152H to 4 15) Added drop tanks for the FW190G, increasing its range 16) Renamed Bf 109G-6/R6 to Bf 109G-6/R2 17) Changed production rates and build limits for Fw-190 planes 18) Fixed FW190 and U-2 production in scenarios 19) Changed the Rifle Squad in the 42 Motorized Brigade (OB 93) from ground element 797 (not produced till 1943) to in production element 793. 20) Changed the production start date of the Reconnaissance Squad (776) from 9/42 to 4/42 to correspond to available date of 42 Motorized Brigade. 21) Changed a couple of Soviet Air Leaders for 1941 Campaigns and scenario 22) Removed the 6th Panzer Army from arrival schedule 23) Added 101st SS Heavy Panzer Battalion to all campaigns to arrive on 12 Nov 43 and withdraw on 9 Jan 44 24) 1st SS Panzer Division arrival date bumped up a couple of weeks to 12 Nov 43 (was 2 Dec 43) 25) 1943 Campaign German leader changes 26) Standardized German Corps names across the campaigns and scenarios. Replaced the 'XL' in all German Corps names with 'XXXX'
[/ul]
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DrewBlack
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RE: New version of 1.03 Beta Now Available!

Post by DrewBlack »

Excellant work people!!
 
Thanks
 
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RE: New version of 1.03 Beta Now Available!

Post by Mehring »

Jolly Good!
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abulbulian
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RE: New version of 1.03 Beta Now Available!

Post by abulbulian »

Hats off to such a quick turn around on bug find to bug fix to patch access.

I can't think of many software products that can boast this type of process time line!


Gary and Joel really do care <group hug> ....

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CharonJr
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RE: New version of 1.03 Beta Now Available!

Post by CharonJr »

Yes, very nice to have this one before the weekend :)
Senno
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RE: New version of 1.03 Beta Now Available!

Post by Senno »

And a feature that wasn't discussed made it into this Beta build, woot!

tm.asp?m=2723280&mpage=1&key=&#2724052

Less than 24 hours and the feature request is in the game on my desktop. That's some service for ya, lol.
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RE: New version of 1.03 Beta Now Available!

Post by Baron von Beer »

Wow, thanks guys, even with a hiccup still out in time for the weekend!&nbsp;
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Joel Billings
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RE: New version of 1.03 Beta Now Available!

Post by Joel Billings »

Yes, Pavel added the city population next to the name in the hex pop-up. He is great at keeping up with the forums and trying to be responsive. I didn't realize this made it into the beta 4 today so it didn't get into the readme notes.
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SuluSea
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RE: New version of 1.03 Beta Now Available!

Post by SuluSea »

Awesome customer support guys, Kudos!!!
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randallw
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RE: New version of 1.03 Beta Now Available!

Post by randallw »

Does usage of the patch require a campaign restart, in either human vs human, human vs computer, or both?
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Joel Billings
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RE: New version of 1.03 Beta Now Available!

Post by Joel Billings »

No restart needed, although data changes will only impact newly started games.
All understanding comes after the fact.
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RE: New version of 1.03 Beta Now Available!

Post by sillyflower »

full marks for service - and the game of course
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RE: New version of 1.03 Beta Now Available!

Post by fbs »

ORIGINAL: Andrew Loveridge
Replaced the 'XL' in all German Corps names with 'XXXX'

Good thing there isn't a CDXCIX Corps anywhere... CCCCXXXXIIII would take a bit of space in the name... :)
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RE: New version of 1.03 Beta Now Available!

Post by sillyflower »

ORIGINAL: fbs

ORIGINAL: Andrew Loveridge
Replaced the 'XL' in all German Corps names with 'XXXX'

Good thing there isn't a CDXCIX Corps anywhere... CCCCXXXXIIII would take a bit of space in the name... :)
It would certainly confuse the Romans. Do you mean CDXLIX?
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Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

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RE: New version of 1.03 Beta Now Available!

Post by Lehnardtsson »

Thanx guys!
What about the official patch and perhaps additional scenarios?
Do you have any idea of release time?
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RE: New version of 1.03 Beta Now Available!

Post by randallw »

The list of changes fails to mention that a lot of Soviet reinforcing/rebuilt divisions are deployed as cadres; before this patch they would appear on the map with more men/equipment, like 10-40% of TOE.&nbsp; Example would be the PM rifle divisions.
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RE: New version of 1.03 Beta Now Available!

Post by Joel Billings »

ORIGINAL: randallw

The list of changes fails to mention that a lot of Soviet reinforcing/rebuilt divisions are deployed as cadres; before this patch they would appear on the map with more men/equipment, like 10-40% of TOE.  Example would be the PM rifle divisions.


I'm not sure, but I think this is because of the change in armaments production. The shortage of armaments causes less men to be put into units. The next beta patch will add some additional armaments to the starting pools.

As for timing on things, we are putting a freeze on new code so we can get a good 1.03 beta 5. We need to freeze adding new items because of the risk of adding bugs with new code. Once the beta 5 goes out, assuming we haven't added any new bugs, we would like to make it an official patch. Figure a day or two to get the beta 5 out and then possibly a week or so to make sure we didn't break something else. Of course, this timing could change if additional problems are found. Here's what's coming in beta 5:

V1.03 Beta 5 – February 14, 2011

· New Features and Rule Changes

1. Manually merged units are now added to the destroyed/disbanded unit list.
2. Added withdrawal info to the hex pop-up text.

· Bug Fixes

1. Fixed a crash bug in beta 4 when the hex pop-up is displayed for a city with a port and AA.
2. Fixed a bug where setting the hex pop-up delay to 0 was causing battle reports to be displayed while in Move Mode.
3. Fixed a bug where data was not cleaned correctly when a PBEM password was entered inaccurately.
4. Fixed a bug where HQs were showing a legal movement path through visible partisan units, something they can’t move through.
5. Fixed a bug where city bombing of factories was not correctly adding newly created damage to the existing damage already on the bombed factory.
6. Fixed a bug where phantom attacks occurred during the first turn of a Soviet AI 1941 Campaign game.

· Data and Scenario Changes

1. Increased the starting Armaments pools for both sides in all scenarios that begin in 1941.
2. Fixed the starting OB for the 900th Lehr Motorized Brigade so that it matches the revised TOE in the 1941-45 Campaign scenario.
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Joel Billings
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RE: New version of 1.03 Beta Now Available!

Post by Joel Billings »

Forgot to mention that there are at least 3 new scenarios being worked on. None are ready to go out in 1.03, but I expect some will be ready by next month when we'll be working on 1.04.
All understanding comes after the fact.
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RE: New version of 1.03 Beta Now Available!

Post by Pawsy »

Great news look forward to the new scenarios
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RE: New version of 1.03 Beta Now Available!

Post by cookie monster »

ORIGINAL: Joel Billings

Forgot to mention that there are at least 3 new scenarios being worked on. None are ready to go out in 1.03, but I expect some will be ready by next month when we'll be working on 1.04.
What are the new scenarios about,please?
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