Next patch

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).

Moderators: Joel Billings, Sabre21, elmo3

squatter
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Next patch

Post by squatter »

Age-honoured question: when's it gonna be out? Wondering about starting another game.

If the next patch contains fort tweaks, and winter tweaks, sounds like it will be a big one. Would be good to have a rough estimate of release?

Thanks
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Michael T
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RE: Next patch

Post by Michael T »

Interdiction tweaks?
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Joel Billings
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RE: Next patch

Post by Joel Billings »

At this point I don't have a date. This is a very big patch (I'll post current list below) and we have more to do before we're done even with our rough attempt at balancing some of the changes. If it were me I'd suggest either

1) Start a 1.03 game and just play it out, realizing it will be different than a 1.04 game (or accept a mid game correction that might change things a lot).
2) Play smaller scenarios until the next patch comes out.
3) Work on creating your own scenario (if you like doing that kind of thing).

I'd like to get something out within the next couple of weeks but I can't really promise anything. Here's the current list (and it will change):

V1.04 Beta 1 – March 13, 2011

• New Features and Rule Changes
1. New Rule - Damaged equipment and manpower returned to the pool during the logistics phase is not available to be used as replacements until the next supply phase. This represents the lost time from the front of lightly wounded soldiers and damaged equipment.
2. New Rule - Units from different Luftflotte’s or Air Armies will not participate in the same air mission.
3. Rules Changes to First Winter rules:
(a) (Section 22.3.1) Changed the CV modifications in January 1942 as follows: Attacking CV is divided by 2 (instead of /3). Any missed check (admin or combat skill) causes CV to be further divided by 3 (instead of /4). Defending CV is divided by 1.5 (instead of /2 – previously this was incorrectly listed as /4). Any missed checks causes CV to be further divided by 1.5 (instead of /2). The displayed on counter CVs are divided by 2 for attack and 1.5 for defense (instead of /3 and /2).
(b) (Section 22.3.1) Changed the CV modifications in February 1942 as follows: Attacking CV is divided by 1.5 (instead of /3). Any missed check (admin or combat skill) causes CV to be further divided by 2 (instead of /4). Defending CV is divided by 1.33 (instead of /2 – previously this was incorrectly listed as /4). Any missed checks causes CV to be further divided by 1.33 (instead of /2). The displayed on counter CVs are divided by 1.5 for attack and 1.33 for defense (instead of /3 and /2).
(c) (Section 22.3.2) The percent of damaged elements has been reduced by 20%, so instead of roughly 5-20% the losses are now 4-16%.
(d) (Section 22.3.3) The Morale drop for exposed units was reduced from 2 to 1.
(e) (Section 22.3.3) Removed the automatic pre-combat morale reduction of 2 when morale was less than 60.
(f) (Section 22.3.3) Added a loss of 1 morale for non-Finnish Axis units whenever they are attacked and the final end of combat odds are greater than 1:2.
4. Rule Changes to fort level construction rules:
(a) (Section 15.3.2.1) Decreased the fort build rates as follows:
Fort Level 0 3.0 (was 3.0, no change)
Fort Level 1 1.0 (was 1.0, no change)
Fort Level 2 0.25 (was 0.33)
Fort Level 3 0.05 (was 0.10)
Fort Level 4 0.01 (was 0.02)
(b) Construction values are reduced based on the supply level of the unit. In no event will they be reduced below 20% of normal due to supply level.
(c) Level 5 forts may continue to build up to 10% over level 5. This allows them to take some damage and still remain at Level 5.
(d) Artillery (especially Heavy Artillery) can cause small fort reductions during combat.
(e) Fort build rates for building forts greater than 3 can be divided by 2 if a leader admin check fails.
5. Rule Change – The amount of support units can be increased by the level of fortification in the defending hex.
6. Rule Change - Introduced the concept of a commanding HQ for each side for each combat. Generally this commanding HQ is selected because it has the most CVs directly reporting to it in the battle. Units not reporting directly to the commanding HQ will suffer command battle modifiers that will reduce their CV for the battle. The battle report now lists the units in the battle grouped under the name of the HQ they report to. If an HQ’s units are suffering a command battle modifier, the amount of the CV reduction is shown next to the name of the HQ (for example XXIV Panzer Corps -36% indicates that each unit listed in this corps has had its CV reduced by 36%). The greater the number of HQ’s that the unit must trace through to reach the commanding HQ, the greater the modifier. In addition, units that report directly to a high command HQ suffer an additional 20% modifier, and those that report directly to an Army Group or Front suffer an additional 10% modifier (these are shown as part of the total modifier percentage displayed).
7. Rule Change – Adjusted the amount of morale a unit loses after a battle. Now units are not guaranteed to lose a morale point when a battle is lost. The higher a unit’s morale is over its national morale, the greater the chance the morale will be reduced when it loses a battle.
8. Multiplayer Change - Added 'Resign' option to the games list.
9. Multiplayer Change - Added 'Show Completed' and 'Show Resigned' buttons to the games screen to allow filtering of the game list
10. Multiplayer Change - Added 'hover' text to the games and challenges lists to display additional information about games.
11. Multiplayer Change – Now when an attempt to save the game fails, the user will be informed of this event and given the opportunity to try again.
12. Formula Changes - Reduced the effectiveness of interdiction in terms of casualties caused. Increased the chance that interdiction will cause movement point reduction to the interdicted unit.
13. Formula Change - Decreased the morale reduction for air groups.
14. Formula Change - Air strikes are more fragmented now depending on experience and leader checks.
15. Formula Change – Reduced the amount of planes flying recon interception missions.
16. Formula Change - Artillery (ART,MORT,ROCKET,AT) support units have priority to be committed into a battle during a special commitment phase. During this round of commitments, defending HQ's have a chance of committing 3 more than the normal limit of committed HQs (so 9 or 21 instead of 6 or 18). After this round, the normal commitment round is conducted.
17. Formula Change – Damaged units sent back to the pool during the logistics phase now have 40% of their manpower disabled (instead of 20%).
18. Interface Change - Added AA units directly attached to cities to the OOB display.
19. Interface Change – Added turn, date and location information to the battle reports.
20. Interface Change - Units that are already assigned to an HQ will not appear on that HQ’s list on the Pick Support Unit Window when the Assign/Form button has been selected.
21. New Message - Added a message to the event log when an empty unit is disbanded.
22. New Editor Feature - Added COPY/CLEAR functions to the TOE(OB) editor.



• Bug Fixes
1. Fixed a bug causing incorrect numbers being shown in the number of men moving to and from the pool in the Event Log.
2. Fixed a bug causing some withdrawing units to incorrectly place their equipment and manpower in the pool.
3. Fixed a bug where Axis units could ignore the TOE% settings during the first winter.
4. Fixed a bug in the truck loss routine that was adding manpower to the pool when trucks were damaged.
5. Made sure that the CR and OOB screen numbers agree. There were some discrepancies that could cause the two to disagree.
6. Fixed bugs that caused the AI to sometimes move support units to off-map/delayed HQs and “inactive” support units to on map HQs.
7. Fixed a bug that caused units moving by naval transport to get stuck in a water hex when it was interdicted.
8. Fixed a bug in which small factories could report different amount of equipment built than those that actually went to the pool.
9. Fixed combat so odds may no longer be shown as 0:0.
10. Fixed a bug that could cause routed tank divisions to not correctly transform to delayed tank brigades.
11. Fixed a problem in which the disband routine was not bringing some damaged equipment back to the pool.
12. Fixed a bug where inactive support units were passing through the upgrade/swap ground types procedure, placing and taking equipment to/from the pool.
13. Fixed a bug where the number of partisan cadres formed was incorrect.
14. Fixed a bug that was causing ports to be repaired too quickly.
15. Fixed a bug in the path tracing that could prevent defending units to receive support units help in a battle.
16. Fixed a bug that caused a unit to not be able to trace a movement path through a hex with 3 friendly units.
17. Fixed a bug where a guards unit was created with the same name as that of an existing guards unit.
18. Fixed a bug causing manpower loss/gain when escaped squads convert to partisans.
19. Fixed a bug in the Set All Unit MPs function in the editor that doesn't set MP for the Axis units correctly on June 22 1941.
20. Fixed Motorcycles Squads so they are set to infantry class instead of artillery class.
21. Fixed Heavy Infantry Guns so they are set to artillery class instead of infantry class.
22. Fixed a bug where Artillery Regiments had the option to assign another support unit to them, something that should never happen.
23. Fixed a bug where damaged elements were not having their manpower sent to the pool when due to an OB change the elements were no longer needed (the manpower was just being lost).
24. Fixed a bug where elements that were being exchanged due to a TOE change or upgrade were not properly accounting for the difference in manpower between the old and new elements.
25. Fixed a bug that could cause inaccurate record keeping of manpower lost from retreat attrition.
26. Fixed a bug that could prevent a totally empty Soviet or German unit removed from the map from being brought back on the map to be rebuilt.
27. Fixed a bug where ground elements which had an upgrade path set to 0 (instead of to themselves) could have some of their elements incorrectly sent back to the pool.
28. Fixed bugs where the map popup was not closing correctly when either ground element details of support units were displayed, or when TOE(OB) of support units attached to a city were displayed.
29. Fixed a bug where HQ units moving by naval transport were stopping when they entered an enemy zone of control in a water hex.
30. Fixed a bug where CV counter values for Axis units during the first winter were not displaying the correct modified CV value for the “attack”.
31. Fixed a bug preventing support units directly attached to combat units from helping in fort construction. Also fixed a bug that had allowed “inactive” support units to allow in fort construction.
32. Fixed a bug where undoing an air base unit movement could wipe out air groups recently assigned to the air base from reserve.


• Data and Scenario Changes
1. Small adjustments of Heavy Panzer Battalions for correct OBs for arrival dates
2. Moved the 653rd and 654th Heavy Panzerjager Battalions arrival date to 3 Jun 43
3. Changed the Soviet 1st BAK Commander to Izotov in all 1941 scenarios
4. Adjusted Operation Blue's Victory Points to make a German decisive victory a little easier. Stalingrad is now worth 300 VPs to the Germans at the end of the scenario (was 200). Soviet VPs for Baku is now worth 200 (was 300).
5. Fixed Soviet overstack in 1943 Campaign at 85,24
6. Ernst Leyser put as commander of XXVI Corps in 1943 Campaign
7. Ran SET ALL CITY SUPPLY REQUIREMENTS in all non-campaign scenarios
8. Updated leader file with corrections to German names

All understanding comes after the fact.
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Michael T
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RE: Next patch

Post by Michael T »

Thanks for the update :)
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Wild
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RE: Next patch

Post by Wild »

Looks great Joel. You guys are doing an absolutely amazing job.

Thanks.

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Manstein63
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RE: Next patch

Post by Manstein63 »

I like the HQ idea [&o] can't wait to try it out
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squatter
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RE: Next patch

Post by squatter »

Looks good.
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RE: Next patch

Post by Bronze »

Please don't forget the Tac air bugs and the bomb airfield bugs after the first turn (I am sorry if I missed these getting fixed already, just don't remember reading it). Plus another strong push for bomber units being able to fly more than 1 supply mission per turn as german level bombers seemed to do more supply runs later in the war than bombing missions.
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Helpless
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RE: Next patch

Post by Helpless »

Please don't forget the Tac air bugs and the bomb airfield bugs after the first turn (I am sorry if I missed these getting fixed already, just don't remember reading it)

There is no such bug on the list.
Plus another strong push for bomber units being able to fly more than 1 supply mission per turn as german level bombers seemed to do more supply runs later in the war than bombing missions.

This is design decision, no plans to change it so far.
Pavel Zagzin
WITE/WITW/WITE-2 Development
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Oleg Mastruko
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RE: Next patch

Post by Oleg Mastruko »

Thanks, great list BTW!
Bronze
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RE: Next patch

Post by Bronze »

Thanks for your quick reply but to quote you earlier:

Me:

" 3. The moral loss for FBs trained as fighters but used as bombers is far, far greater than that of those used as fighters despite flying fewer missions in the opening moves of the GC. They will go down to the teens in 1-2 turns despite stating at 65+ where there fighter mode peers barely (if at all) drop at all."


You:
"Yes, morale reduction will be reviewed/fixed."

A reply post on 3/3/2011 1:10:57 pm

Also there is this thread: tm.asp?m=2741803

And: tm.asp?m=2694852&mpage=1&key=&#2694852 I reference the airfield bug - at the time I could find many other airfield bombing bug threads but they are eluding me now.

Thanks for helping with this masterpiece of a game.

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Helpless
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RE: Next patch

Post by Helpless »

Morale drop is fixed. There is no known bug with airfield bombing.
Pavel Zagzin
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marty_01
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RE: Next patch

Post by marty_01 »

Looks like a great list. Thanks for the update Joel & Pavel. And thanks for the continued hard work on this game. Great stuff.
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Panama
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RE: Next patch

Post by Panama »

6. Rule Change - Introduced the concept of a commanding HQ for each side for each combat. Generally this commanding HQ is selected because it has the most CVs directly reporting to it in the battle. Units not reporting directly to the commanding HQ will suffer command battle modifiers that will reduce their CV for the battle. The battle report now lists the units in the battle grouped under the name of the HQ they report to. If an HQ’s units are suffering a command battle modifier, the amount of the CV reduction is shown next to the name of the HQ (for example XXIV Panzer Corps -36% indicates that each unit listed in this corps has had its CV reduced by 36%). The greater the number of HQ’s that the unit must trace through to reach the commanding HQ, the greater the modifier. In addition, units that report directly to a high command HQ suffer an additional 20% modifier, and those that report directly to an Army Group or Front suffer an additional 10% modifier (these are shown as part of the total modifier percentage displayed).

Not to be the wet blanket, but can you explain the logic for this? It seems both sides are treated equally when both sides command structures were not the same.

For instance, a German Army is given a task. Army passes tasks down to Corps but only as a general outline. Corp decides how best to accomplish this. Corps passes tasks down to Division. Divison decides how best to accomplish this and so on.

Soviet are more structured. Army is given a task by Front or STAVKA and it is spelled out exactly how this task is to be accomplished and the time table as well. There is to be no deviation. Mobile formations are allowed a bit more latitude in how things are done, especially later in the war.

Or am I missing something?
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Helpless
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RE: Next patch

Post by Helpless »

Or am I missing something?

Yes.

tm.asp?m=2751773
Pavel Zagzin
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entwood
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RE: Next patch

Post by entwood »

so, is everybody happy with the planned changes for the blizzard?  There was so much discussion about it.   I was just thinking that instead of zapping the situation, "divided by 2 (instead of /3), divided by 3 (instead of /4) divided by 1.5 (instead of /2)"

could have been handed by a 2-12 die roll to distribute the divisor by different values, 2, 2.1, 2.5, etc, to have some randomness and account for "local conditions"; just something that occurred to me.


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PyleDriver
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RE: Next patch

Post by PyleDriver »

Well it looks like a good start. I'm nearing the mud in my 41 GC and will test it. It sounds alot better than it was... Were all going to be testers on this one, try it out then we can voice our opinions....
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CharonJr
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RE: Next patch

Post by CharonJr »

Looks good, is there a fix for the too high (basically random it seems) port repair rates, too?
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Helpless
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RE: Next patch

Post by Helpless »

Looks good, is there a fix for the too high (basically random it seems) port repair rates, too?

Yes.
Pavel Zagzin
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Cad908
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RE: Next patch

Post by Cad908 »

Guys,

Did you find anything with random weather? I ran into some real oddities in my test game.

tm.asp?m=2734358

and

tm.asp?m=2742458

Thanks
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