Next Patch 1.00.03

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

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AlvaroSousa
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Next Patch 1.00.03

Post by AlvaroSousa »

I have a laundry list of bugs I fixed in the game. I need to test them out some more so we don't have a disaster like the deployment queue bug. So the next patch will be next week.

For those of you with small resolutions or large ones I am trying to find an efficient way to increase the UI for you. This is a little more tricky and takes more time as I have to test every aspect of every UI element in every resolution mode.

Bugs are always tackled 1st then features.

As many of you see I am committed to this game and almost every day I work on it to improve it.

The most important bugs are the following in 1.00.02.01
The paratrooper bug - I dont remember if this is only when you land on an air unit or just paradrop in general. But it is fixed.
The diplomacy bug - don't use diplomacy
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Barthheart
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RE: Next Patch 1.00.03

Post by Barthheart »

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!"
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RE: Next Patch 1.00.03

Post by ncc1701e »

Thanks a lot for the hard work and the incoming patch. 4K introduction is a nightmare for UI. If it may help, looks like in another Matrix Games namely Armored Brigade, the developer has resolved the problem by several textures to adapt

See here:
https://www.matrixgames.com/forums/tm.asp?m=4554375
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Chocolino
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RE: Next Patch 1.00.03

Post by Chocolino »

Great!
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RE: Next Patch 1.00.03

Post by AlvaroSousa »

With programming there are so many classes that a programmer can't know them all. You always have to research how to do things.

This isn't 1985 where they are 80 basic commands and you have to manipulating. Libraries have 1'000s of classes.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
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- Assault on Communism SC2
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Aspirin
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RE: Next Patch 1.00.03

Post by Aspirin »

Thanks for your on going support of this great game
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RE: Next Patch 1.00.03

Post by AlvaroSousa »

Thanks
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Designer Strategic Command
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RE: Next Patch 1.00.03

Post by AlvaroSousa »

I am trying to get the patch out Monday for Matrix to post in the afternoon.

Want to work on the A.I. a little this weekend. Lots of things fixed.
Creator Kraken Studios
- WarPlan
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Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
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Michael T
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RE: Next Patch 1.00.03

Post by Michael T »

Any chance of posting the list of fixes and changes beforehand?
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AlvaroSousa
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RE: Next Patch 1.00.03

Post by AlvaroSousa »

Not done fixing yet. Maybe Sunday night.
Creator Kraken Studios
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Designer Strategic Command
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demyansk
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RE: Next Patch 1.00.03

Post by demyansk »

Patience everyone, this looks like complicated stuff, nice work.
AlbertN
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RE: Next Patch 1.00.03

Post by AlbertN »

Think fighters intercepting and how they fight (minimal damage to bombers), and the AA is quite important. Ontop of the fact Fighters often do not intercept at all, or just intercept just once. Yes, even if they're built up to max health 20/20 and have 60-70 efficiency (so not exactly mauled). The Brits just bomb the Rhur and the German Synths and the Luftwaffe sits idle despite having 1 or 2 fighters dedicated to the area.

So the raider switch bug - and other concerns about sub efficiency for a BoA. (As someone else pointed out anyhow Germany lacks the funds to build up a submarine force without factually compromising Barbarossa - and later on the escorts just facerolls subs).

Italian early weakness against Allied aggression. (I'd personally add some Italian forces here and there even if at low strength - including a 2nd fighter)
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RE: Next Patch 1.00.03

Post by ncc1701e »

1000 subs were eventually produced.
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Franciscus
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RE: Next Patch 1.00.03

Post by Franciscus »

Is it still coming today ? [:)]
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RE: Next Patch 1.00.03

Post by ncc1701e »

That is the plan I have in mind.
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RE: Next Patch 1.00.03

Post by AlvaroSousa »

It has been submitted to the powers that be.

Main things not fixed this patch because I ran out of time and wanted to get you guys out critical fixes.
Hi-res larger UI. Still working on it. Quite complex.
Advancements in game events
Yugo -190404932 production. That's a tricky one.

November 10th 2019 _ BUGS SQUASHED!
Increased map scrolling to fall +30 pixels off the edge of the screen.
Land units on the coast are now properly destroyed by air power.
Units limited to 25 characters for name changing, was 40.
Fixed resource #31 to include label of "port"
Fixed 2 locations in England
Fixed custom image loading when choosing another game
Fixed late war retreat script in USSR
Fixed minor country supply source retreat error
Removed undu from merging and splitting units
Adjusted unit ID image so air units are more clear
Added unit type sorting to reports and statistics unit column
Fixed air overrun adding to game stats
Adjusted Allied A.I. for invading North Africa and Normandy
Fixed only fleet mode navies intercept enemy forces
Fixed hotseat games changing fleet modes on load
Fixed misaligned victory location
Added Allied Norway convoy route
Fixed mine fields in all scenarios
Fixed ZoC issue with neutral countries that was impacting rail movement
Fixed plane range formula
Changed Italy's morale break from 52 to 32 until the USA is in the war
Fixed naval port attack indicator not showing on empty enemy ports or transport fleets
Fixed showing proper invadable hexes
Turned off main menu when doing PBEM upload
Fixed paratrooper jump bug
Added South Africa to map as an Allied supply source
Pacific Resources is now a main supply source
Added port supply denial if port can't reach main supply source
Corrected Aqaba tile
Fixed showing invisible convoy routes on information panel
Fixed 2/2 patrol groups in 1939 scenario
Fixed contested hex move cost
Fixed naval operation points when undoing move
Fixed WarPlan crash bug
Added beach to Gibraltar
Fixed oiler resupply in blizzard frozen ocean and port
Fixed out of supply fleet able to perform beachhead supply
Fixed graphical alignment on unknown land unit images on bottom of image
Adjusted Netherlands coast
Added tile for Netherlands coast to tiles.png for custom images
Fixed major alignments for minors
Improved Netherlands, Belgium, and Greece defenses
Corrected rail in Turkey and made them scortched earth
Fixed reinforcements and priority for naval and air
Added ability to disable convoy route
Corrected Spain does not enter Axis side if Gibraltar is Axis in scenario notes
Added Baltic convoy route
USSR set to surrender at 0 morale
Cleared data corruption in stats for scenarios
Adjusted air combat damage slightly for more losses
Added Italian option scenario where Italy may declare war from the start of the war

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
sawtooth9993
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RE: Next Patch 1.00.03

Post by sawtooth9993 »

Has the issue of subs being automatically switched out of raider mode (or something along those lines) been fixed? I remember reading about that in some AARs where players couldn’t raid convoys safely because their subs would just go back to interdicting on the opposing player’s turn.
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RE: Next Patch 1.00.03

Post by ncc1701e »

ORIGINAL: sawtooth9993

Has the issue of subs being automatically switched out of raider mode (or something along those lines) been fixed? I remember reading about that in some AARs where players couldn’t raid convoys safely because their subs would just go back to interdicting on the opposing player’s turn.

I do think so. See above:
Fixed hotseat games changing fleet modes on load
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
sawtooth9993
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RE: Next Patch 1.00.03

Post by sawtooth9993 »

Ah, thanks! I control+f'ed for the wrong keywords.
canuckgamer
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RE: Next Patch 1.00.03

Post by canuckgamer »

One of the Fixes caught my eye:

Land units on the coast are now properly destroyed by air power

Not sure what this means given the use of the word "properly". I don't think a land unit should ever be destroyed by air power alone. I can't think of one example in WWII where this happened. When the game expands to the Pacific it means that using enough air power, every island could be taken by air power alone. I believe Iwo Jima was bombed for something like 72 days and it still took 5 weeks of intense fighting to take it with 7,000 marines killed.
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