patch 1.02 - is ready

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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patch 1.02 - is ready

Post by doomtrader »

As the 1.01 is ready to be released and we have already working on 1.02, so I decided that we need a new thread with the updates about the new patch.

2012-05-28 [v1.02]
--Fixed
All icons on the battle window now moved correctly together with the window
Fixed wrong trigger in lend lease event for Soviet Union
Fixed wrong entry in CRT for land battle attacker losses with odds 7 to 1
Fixed error in splitting units, now they can be split properly according to the units level and technological level
Mulberry harbors are now saving and loading properly.
Small fixes to adjust GUI
Fixed problem with doubled convoys routes
Fixed typos in couple of events
Fixed wrong assigned unit types in events for Germany
Fixed some typos
DAL units are now popping up properly
Fixed additional informations in sprites plus units' skin


--Features
Possibility to scroll reports one by one with the arrows
Added new modifier changing effectiveness of armored units in cities (both defending and attacking)
Added visible range for air units
Possible to check the range after rebase of selected air unit, by holding the SHIFT button when selecting rebase target
Possibility to fully reinforce air units by pressing L button
Possibility to check hexes where the amphibious invasion is possible by pressing F9
Pressing TAB, also now selects air units with movement points
Air superiority is now visible, which allows to plan air operations and redirect fighters to protect the sky
Pressing CTRL + TAB will now select previous unit
Safe distance modifier for the air units now moved to consts.ini file
Fighters can now be turned off from performing interception
Increased speed of enemy turn, now the game is not going to wait for information about enemy units (like reinforcements etc)
Most of the reports are now jumping to the event location
New upkeep system implemented, now the cost of upkeep threshold is calculated basen on the units strength, not units number
Cost of reparing naval group is now visible
Fleet is now supporting convoys with following rules: If an STP is going to be lost by raiders activity, every group in fleets which are operating in the same Sea Zone where the attack has been made, which are set to engage mode has got chance to 'save' STP destroyed by raider. Chances for specific units are: Carrier 5%, Battleship 2%, Cruiser 3%, Light Carrier 2%, Escort Carrier 4%, Fleet Carrier 6%, Small Battleship 1%, Battlecruiser 2%, Super Battleship 3%, Heavy Cruiser 3%, Light Cruiser 2%, Auxiliary Cruiser 1%, Long Range submarine 1%.

--Gameplay
Changes supply system. Now units are taking supply from the city which will provide them highest amount of supply instead of nearest city
Confiscated vehicles event now also set to be triggered for human player also
Paradrop basic range value, reduced to 9 (was 12)
Friendly units adjacent to the defender, now are supporting the defending unit with % of own strength
Changedvalues for air striek on sea zone effectivity, now chances for double lossess are: default 13%, Germany 11%, UK and USA 18%; now chances for destroying enemy vessels are: default 6%, Germany 5%, UK and USA 7%


--GUI
Game won't run in windowed mode equal to desktop display resolution
Next and Previous units buttons added
Added icon informing about units ready to deploy


--AI
French AI in 1939 campaigns will now attack the enemies
AI fleets now reduces time on sea of it's fleets
Now possible to override the AI to perform amph assault despite lack of advantage in the sea zone
The AI will try not to use the Armored units for garrisoning the cities
AI will now reduce the number of units concentrated behind the front
English vessels more willing to avoid enemy bombers
USA AI will now try to land in Africa as long as not at war with USSR
AI will consider reinforcements earlier (90% of strength instead of 98%)


--Events
New event method added Country.GetOverrideNavalSupremacy (int countryID, int value)
New event method added Country.SetOverrideNavalSupremacy (int countryID, int value)
End of Vichy event now trigger more randomly
FirePartisans event method is now working on the same country

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RE: patch 1.02 - Work in progress

Post by doomtrader »

At the beginning a screenie

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RE: patch 1.02 - Work in progress

Post by gwgardner »

I've compared to a 1.1 report, and can't figure out what the difference is.

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RE: patch 1.02 - Work in progress

Post by doomtrader »

Who can find two differences on the image above?
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RE: patch 1.02 - Work in progress

Post by Hairog »

New symbol/button under the flag.

New button under the watch.
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RE: patch 1.02 - Work in progress

Post by JLPOWELL »

Grats! There is Waldo and Waldodernate [:D]

Apologies to Fringe...[;)]

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RE: patch 1.02 - Work in progress

Post by Hairog »

I have no idea.
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RE: patch 1.02 - Work in progress

Post by Zovs »

I thought that the patch was going to be ready in Jan. its almost March, and now were talking about 1.02?

So is 1.01 out yet?

I tried the ingame check and no go.
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RE: patch 1.02 - Work in progress

Post by doomtrader »

The patch is ready for a quite long time, but it's waiting in the queue to be released.
But indeed we are working for the next patch.
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RE: patch 1.02 - Work in progress

Post by doomtrader »

Things are a little bit slower at the moment, as we are already prepared patch for Time of Wrath, and currently working for Storm over the Pacific patch which will fix some issues, and introduce few crucial functionalities, which we have found a must be at the current stage of the game.

For Time of Fury, at the moment we are working on a very huge task. The supply system is going to be changed. Now, with the 1.02 patch units will be supplied by the cities which will provide higher level of supply, not the closest one. This will make the war in North Africa even more enjoyable.
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RE: patch 1.02 - Work in progress

Post by Bulldog61 »

Does the final patch still have the increased upkeep costs?
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RE: patch 1.02 - Work in progress

Post by Hairog »

Interdiction by tac bombers would be real cool. I know it's hard to figure out the AI but how about doing it for head to head games?
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RE: patch 1.02 - Work in progress

Post by Hairog »

Great to hear about Storm over the Pacific patch as well by the way. I want to get back into that one as well.
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RE: patch 1.02 - Work in progress

Post by doomtrader »

ORIGINAL: MikeKraemer

Does the final patch still have the increased upkeep costs?


Yes,
nothing has changed since we have sent it to release
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RE: patch 1.02 - Work in progress

Post by jjdenver »

I just checked back with the game after a month or two of not playing. Your change list for 1.01 looks very promising and the change to armor vs cities in this patch looks great as well. Congrats on the patch and the changes you plan so far for the next patch. Thanks for sticking with the game. Good support.

I'm eager to see a v1.01 AAR of Fall Gelb or Barbarossa scenarios to see how the changes impact the game.
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RE: patch 1.02 - Work in progress

Post by doomtrader »

We are implementing another cool feature that you have asked for.

Here are the images

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RE: patch 1.02 - Work in progress

Post by doomtrader »

and second one

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RE: patch 1.02 - Work in progress

Post by Frohmankf1 »

nothing has changed since we have sent it to releaseImage
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RE: patch 1.02 - Work in progress

Post by Bulldog61 »

Is it available?
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RE: patch 1.02 - Work in progress

Post by doomtrader »

No, not yet.

1.01 has been just released officially. I'm planning to have the 1.02 ready at the end of April.
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