New WitE Public Beta v1.04.22 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 WitE Public Beta v1.04.22 Now Available!

Post by Andrew Loveridge »

This update includes many new rules and rule changes, most regarding Weather and Supply. Also it has some interface changes, fixes a number of bugs and alters some units' composition. It is in the Members Club, as a registered download.

Thank you for all the feedback, and welcome any you may have for this beta. This is a comprehensive update, the previous change lists are linked on the bottom of this list.

V1.04.22 – May 19, 2011
    [b]Special Note[/b] – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues. [b]New Features and Rule Changes[/b] [ul] 1) Manual Correction (Section 22.2.2) – The entry in the Random Weather Table for a die roll of 10 in September should be M (not C). The entry for a die roll of 12 in November should be S (not B). 2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes). 3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit). 4) New Rule - Added the ability to select the destination unit for a supply air drop when using the manual air group selection. If nothing is selected automatic delivery will be used. 5) Rule change - Improved automatic unit selection when dropping fuel to the hex with multiple units. Unit with higher requirements vs stock will have priority. Added level 3 combat message to display which unit is getting supply/fuel. 6) Rule Change (section 20.6) - HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered. In addition, the AP cost of an HQ buildup is now increased by the distance in MPs of the HQ from a railhead divided by 3 (truncated). So for an HQ with 3 attached divisions that is 16 MPs from a supply source, the AP cost would be 5+2+2+2+(16/3) =16 (used to be just 11). This increased AP cost is used to calculate the other buildup penalties described in section 20.6.3 in the manual. 7) Rule Change - Refitting units next to enemy hexes have a 25% chance of getting more replacements than if they weren't on refit, but the exact amount of the additional replacements will vary greatly depending on the distance from the railhead. 8) Rule Change (Section 23.3.1) – Changed the area of automatic freezing of Soviet units in the northern area of the map (Finnish Front) in scenarios that begin on June 22, 1941. Now, units with an x coordinate >99 will no longer be frozen. 9) New Feature – Added information regarding weather determination at the top of the German Logistics Phase Event Log. The modified weather die roll and the weather for the turn are listed for each weather zone. Note that the die roll may be overridden by an exception rule leading to weather that does not match the die roll result in the table. Note when playing with non-random weather, the die roll shown in the event log assumes a roll of 5 plus the normal modifiers for each weather zone. 10) New Feature - Added toggle on the production screen to show active/transit/both pools. 11) Interface change – Weather information is no longer shown during the logistics phase. 12) Interface change – Now don’t allow deliberate attack if non-eligible units are selected. 13) Interface change – Changed A.B. to AirBase in the Commander’s Report Screen filter list. 14) Formula change – Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses.
Bug Fixes
    1) Fixed a bug where isolated units were receiving the benefits from a supply buildup done by the unit's HQ. 2) Fixed several minor discrepancies in the weather rules. 3) Fixed bug where Synthetic fuel factories generated resource requests after consumption. 4) Fixed a bug where scenario data was not being cleared out when saving a PBEM game. 5) Fixed a bug that caused negative combat values. Reworked the combat report to support higher numbers of displayed units. 6) Fixed a bug where the armaments pool could go negative after the logistics phase. 7) Fixed a bug that was preventing air supply of partisans during blizzard. 8) Fixed a bug where the wrong type of supply is delivered during automatic air drops (those without manual air group selection). 9) Fixed a bug where non-divided Brigades and Regiments were not paying the +2 cost for entering an enemy hex as they should have per the Movement Point Cost Chart. 10) Fixed a bug where the Fighter escort is missing if air transport is flown by the level bombers. 11) Fixed a bug with delayed (off map) units getting withdrawn. 12) Fixed a bug when nations surrender so off map units will get disbanded. 13) Fixed a bug where newly formed units can get statistics from old disbanded/destroyed/withdrawn units. 14) Fixed a bug where routed units can stay loaded on trains. 15) Fixed a bug where withdrawing units could be set to static mode. 16) Fixed a bug where air ground support may not be provided from the closest air bases. 17) Fixed a bug where renamed units were not withdrawing. 18) Fixed a bug where AA units attached to a city were not getting destroyed when the city was captured. 19) Fixed a bug where ready ground elements in a combat could go negative after a combat. 20) Fixed a bug where ground elements in the pool could go negative. 21) Editor Fix - Fixed bug in ADJUST UNIT FUNCTION when city ownership was set based on nationality instead of hex ownership . 22) Editor Fix – Fixed a bug when clicking on the TOE(OB) ground element it was always going back to the 1st ground element in GE TAB. 23) Editor Fix – Fixed insert/delete record function for the aircraft editor.
Data and Scenario Changes
    1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars. 2) 41 Panzer Division (0034) modified to contain 45 Panzer IIf, 105 Panzer IIIj L/42, and 20 Panzer IVf. 3) 43 Panzer Division (0096) modified to contain 74 Panzer IIIm, 74 Panzer IVg and 20 Panzer IIIn.
[/ul]


Fixed but not in readme -Fixed a bug where construction units in locked HQs were changing HQs anyway.

We just found that the HQ build rule in 1.04.22:
HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered.
It's currently operating as if they are not allowed at more than 19 MPs. This will be changed in the next version. If you're trying to squeeze every last MP out of your HQ placement, be aware that it currently only works out to 19 MPs.



1.04.16 Changes
1.04.15 Changes
1.04.14 Changes
1.04.10 Changes
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DrewBlack
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by DrewBlack »

Excellant there goes the weekend!!!
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Joel Billings
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

One other item was fixed in 1.04.22 but is not in the readme file list:

Fixed a bug where construction units in locked HQs were changing HQs anyway.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by BletchleyGeek »

Great support 2by3! Thank you very much.

ORIGINAL: Andrew Loveridge
14) Formula change – Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses.

What was the exact problem? Some of us have spent some time trying to figure out why some combat results "feel" odd...
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Ketza »

Awesome work!
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

I think it was what was suspected by one of the posters that the light armor of the halftracks was causing the entire squads to be too easily hit and destroyed by AT fire. Once it was pointed out Gary changed the code to deal with this. I don't know the exact solution, but once Gary was aware of the issue he knew what he had to do to fix it.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by BletchleyGeek »

ORIGINAL: Joel Billings

I think it was what was suspected by one of the posters that the light armor of the halftracks was causing the entire squads to be too easily hit and destroyed by AT fire. Once it was pointed out Gary changed the code to deal with this. I don't know the exact solution, but once Gary was aware of the issue he knew what he had to do to fix it.

Thank you for the answer Joel!
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Zebedee »

You time these just perfectly :)

Thank you.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Peltonx »

GJ
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Peltonx »

cool
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Peltonx »

cool
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by JAMiAM »

Pelton, you need to have the Germans advance to within a few hexes of the Rumanian border on turn one, so that the Rumanians activate on turn 2. Otherwise, I think they don't "normally" activate until turn 3.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Wild »

Thanks for the hard work guys.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Mehring »

Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by sillyflower »

ORIGINAL: Andrew Loveridge

1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.

But they haven't been given them at the start.[&:]

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Gandalf »

ORIGINAL: Mehring
Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.

In some cases, gamers may be running the older executable with the new files instead of having separate copies... That would result in problems so he's suggesting the "radical" idea that they might want to have two entirely separate installations of the game.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Cerion »

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.

+1
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Mehring »

ORIGINAL: Gandalf

ORIGINAL: Mehring
Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.

In some cases, gamers may be running the older executable with the new files instead of having separate copies... That would result in problems so he's suggesting the "radical" idea that they might want to have two entirely separate installations of the game.
Oh, that sort of makes sense. Thanks.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by kswanson1 »

ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).

Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

ORIGINAL: kswanson1
ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).

Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?

It's always been that way. It just never got documented.
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