New v01.00.11 Public Beta Available

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

Moderator: Joel Billings

User avatar
HybridSpyda
Posts: 66
Joined: Tue Mar 17, 2015 12:22 pm

New v01.00.11 Public Beta Available

Post by HybridSpyda »

Hi Everyone!

We have a new installer version for the Public Beta, which you can find on the Store page or 'My Page' if you're logged in and have the game registered.

v01.00.11 – Changelog
    [b]New Features and Rule Changes[/b] [ul]• Reduced the likelihood that ground elements type SP Artillery and Heavy SP Artillery will become involved in direct fire ground combat. • CV values on map for mountain units in mountain hexes and ski units in heavy snow now reflect their CV modifiers.
Bug Fixes and AI Improvements
    • Creating multiplayer games while the PBEM button was turned on in the main menu causes problems with the MP game. Fixed. This will fix any existing server game when it is downloaded. • Crash to desktop on loading using 1.00.07, caused by duplicate font loading for some rare system settings. Fixed. • Crash to desktop at end of logistics, caused by changing the HQ of a unit In Transfer from a TB (should not be able to do this). Fixed. • Non-replacement panzer battalions are incorrectly automatically merging into Panzer Divisions. Fixed. • Troops cut off in Leningrad area incorrectly considered in supply during German turn and rout over lake. Fixed. • No ground support is flying during attacks on city forts. Fixed. • Many duplicate AOGs are appearing for the German player. Fixed. • Hotkey for soft factors skips combat prep and fatigue. Fixed. • AI - AI air assist is creating depots (it should not). Fixed. • AI - Some Soviet AI frozen units are still moving 1 hex. Fixed. • AI - Made it less likely that AI units will move illegally to escape from a near pocket. • AI – Soviet AI moves frozen units (on Romanian border on turn 1 and out of Moscow). Fixed. • AI - Axis AI is illegally taking control of Soviet hexes far in the Soviet rear in StoB and RAR scenarios. Also, sometimes Axis AI units warp into these hexes. Fixed. • AI - Soviet AI moves into occupied enemy hex in Velikie Luki scenario and forces Axis unit to warp away. Fixed. • AI - Germans take Osinovets and Soviet still moves unit onto Lake Ladoga. Fixed. • AI – Improved Soviet AI attacks in Red God of War. • AI – Improved AI use of reserve and refit modes. • AI – Improved Soviet defense of Moscow in 42 and made some improvements in Soviet defense of Leningrad in 41/42. • AI - Improved the system that replays first player AI scripts on the first turn of the game. The script should now more accurately recreate what the designer set up in the script.
Data and Scenario Changes
    • 1941 Campaign [ul]o Fixed HMGs in German Mountain Divisions o Reassigned the four BAKs to the Long Range Air Command o Fixed naming issues in a couple of R.A.D. Detachments o Marine Flak adjustments o Improved German AI first turn script. Thanks to tyronec for the new script.
• Velikie Luki
    o Fixed proper nationality of some anti-tank guns o Set Axis and Soviet production to 1%
• Typhoon
    o Kalinin Front's Commander (Eremenko) has been cleared as he already begins the game commanding Bryansk Front. The Player will have to assign a commander.

• Red Army Resurgent
    o Fixed Italian 105mm Skoda Guns showing up in the German equipment pool
• Road to Leningrad
    o Removed KM Baltic Amphibious unit
• Stalingrad to Berlin
    o 559th Panzerjaeger Bn converts to 559th Heavy PzJg Bn on Turn 74 (Marder to Jagdpanther) o 357th and 359th Infantry Divisions now have the 44a Infantry Division TO&E o 655th Pioneer Bn converts to a Pioneer Bde on Turn 102 o 655th Panzerjaeger Bn converts from the Nashorn to the Jagdpanther on Turn 95 o 561st Panzerjager Bn converts from the Marder III to the Hetzer On Turn 116
• Vistula to Berlin
    o 559th Heavy Panzerjaeger Bn moves from the Nashorn to the Jagdpanther and is Unlocked in WE o 655th Pioneer Bde replaces the former Bn o 655th Panzerjaeger Bn has the Jagdpanther and is Unlocked in WE o 561st Panzerjaeger Bn converts from the M III to the Hetzer on Turn 3
• Some corrections to the ground element file for inconsistencies between the various configurations of German and captured Soviet equipment between Germany and her allies. Corrected some discrepancies in Axis and Soviet 120mm mortars.
• Thirteen new WitE2Pedia entries:- 1st Tank Division, 198th Mechanized Division, 115th, 171st, 357th-360th, 395th, 411th, 412th, 416th and 421st Rifle Divisions.
• A few minor graphic corrections to the map.
• OB Update
    o OB 819 - 42 Rum. Pioneer Battalion - cleaned up extraneous entry o OB 1073 - 42 Motorcycle Regiment - changed T-40 1941 to the T-60 1941 o OB 194 - 41 Mountain Division - fixed entry for 7.92mm HMG
[/ul]
[/ul]

Happy Gaming!
Matthew Ravenwood

QA & Operations Manager

Image
User avatar
Richard III
Posts: 714
Joined: Mon Oct 24, 2005 5:16 pm

RE: New v01.00.11 Public Beta Available

Post by Richard III »

• AI – Improved Soviet defense of Moscow in 42 and made some improvements in Soviet defense of Leningrad in 41/42.
• AI - Improved the system that replays first player AI scripts on the first turn of the game.

WHY ????
It was almost impossible to take Moscow in WITE 1, and very difficult to get a Corps within 2-4 hexs

The one thing this game doesn't need is making the Axis side more ahistorical.....
“History would be a wonderful thing – if it were only true.”

¯ Leo Tolstoy
carlkay58
Posts: 8778
Joined: Sat Jul 24, 2010 10:30 pm

RE: New v01.00.11 Public Beta Available

Post by carlkay58 »

Richard III -

The first point was improving the Soviet AI to defend Moscow better. It had been found during playtesting that the Soviet AI had a habit of stripping out the Moscow defenses and leaving only shell units behind to hold it so a quick Axis offensive could easily take the city.

The second point was fixing the first turn scripts for each of the scenarios. Depending on the scenario this would be either the Axis or Soviet side. This fixes the problem where the 41 Campaign Axis AI was not always closing the pocket at Minsk.

As to Moscow, if you read my AAR you will see that I managed to get a good chunk of 2nd and 3rd PGs within the 2 - 4 hexes of Moscow. Better management of my PGs would probably had seen me with a decent chance to get adjacent and maybe even capture one or more Moscow hexes.
User avatar
Grouchy
Posts: 1016
Joined: Wed Sep 26, 2001 8:00 am
Location: Nuenen, Noord-Brabant, Nederland
Contact:

RE: New v01.00.11 Public Beta Available

Post by Grouchy »

Got the following error for Europe (Canada east is working):

Edge:
This page contains the following errors:
error on line 2 at column 1: Extra content at the end of the document
Below is a rendering of the page up to the first error.

Firefox:
ML-parsefout: troep na documentelement
Locatie: https://httplink2.slitherine.com/api/do ... 0000a811ea
Regelnummer 2, kolom 1:
<b>Fatal error</b>: Uncaught Error: Class 'XMLWriter' not found in /home/httplink/httplink.v1/api/Rest/Luracast/Restler/Format/XmlFormat.php:93
^
Image
User avatar
Zovs
Posts: 9276
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: New v01.00.11 Public Beta Available

Post by Zovs »

Same here, both download links say:

This page contains the following errors:
error on line 2 at column 1: Extra content at the end of the document
Below is a rendering of the page up to the first error.
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
User avatar
Zovs
Posts: 9276
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: New v01.00.11 Public Beta Available

Post by Zovs »

And of course on the 4th try it worked...
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
User avatar
altipueri
Posts: 1069
Joined: Sat Nov 14, 2009 9:09 am

RE: New v01.00.11 Public Beta Available

Post by altipueri »

Can I request widening the range of difficulties so that they go from a complete beginner being able to win from either side without doing anything to however difficult the grognards want it to be.
User avatar
Erik Rutins
Posts: 39754
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: New v01.00.11 Public Beta Available

Post by Erik Rutins »

ORIGINAL: Richard III
• AI – Improved Soviet defense of Moscow in 42 and made some improvements in Soviet defense of Leningrad in 41/42.
• AI - Improved the system that replays first player AI scripts on the first turn of the game.

WHY ????
It was almost impossible to take Moscow in WITE 1, and very difficult to get a Corps within 2-4 hexs
The one thing this game doesn't need is making the Axis side more ahistorical.....

This was about fixing some AI bugs and issues that were discovered, not about making anything ahistorical. Improving the AI is a generally good thing for all players and sides. The first turn AI script improvement also actually helps the Axis AI on the attack and there were multiple other AI improvements you did not quote that also help the Axis.

It's quite possible to take both Leningrad and Moscow in WITE2 with practice.

Regards,

- Erik

Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
jlbhung
Posts: 372
Joined: Wed Mar 10, 2021 1:05 am

RE: New v01.00.11 Public Beta Available

Post by jlbhung »

Some corrections to the ground element file for inconsistencies between the various configurations of German and captured Soviet equipment between Germany and her allies. Corrected some discrepancies in Axis and Soviet 120mm mortars.

I modify generic data of ground elements. The above changelog is not specific enough for me to incorporate the changes to my modified data by myself. It will be a lot of work for me to do all the modifications to the new set of generic data again. Please consider the need of modders and set out the changes in details. You may draw reference to the changelogs of data in WitE1, while tedious, is friendly to people who play with the Editor and create their own modified version of the game.
User avatar
Erik Rutins
Posts: 39754
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: New v01.00.11 Public Beta Available

Post by Erik Rutins »

ORIGINAL: altipueri
Can I request widening the range of difficulties so that they go from a complete beginner being able to win from either side without doing anything to however difficult the grognards want it to be.

Have you tried the "Easy" level? That's intended to be for beginners, but at any level you will need to put some time in reading the manual and playing the tutorials to understand the system and make sure you're playing within it and not fighting against it.
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
User avatar
geforth
Posts: 139
Joined: Fri Jun 05, 2020 8:25 am

RE: New v01.00.11 Public Beta Available

Post by geforth »

Can we use the beta for a current game? :)
Denniss
Posts: 9244
Joined: Thu Jan 10, 2002 10:00 am
Location: Germany, Hannover (region)

RE: New v01.00.11 Public Beta Available

Post by Denniss »

ORIGINAL: jlbhung
I modify generic data of ground elements. The above changelog is not specific enough for me to incorporate the changes to my modified data by myself. It will be a lot of work for me to do all the modifications to the new set of generic data again. Please consider the need of modders and set out the changes in details. You may draw reference to the changelogs of data in WitE1, while tedious, is friendly to people who play with the Editor and create their own modified version of the game.
Use a second install for modding generic files and use .CSV files to compare changes
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
User avatar
Bamilus
Posts: 979
Joined: Fri Apr 30, 2010 3:01 pm
Location: The Old Northwest

RE: New v01.00.11 Public Beta Available

Post by Bamilus »

ORIGINAL: geforth

Can we use the beta for a current game? :)

Yes, but I think a few of the AI scripts might require a new game. I installed on top of my early 1942 game and have had no issues.
Paradox Interactive Forum Refugee
weinsoldner
Posts: 169
Joined: Sat May 13, 2017 9:11 am
Location: Netherlands

RE: New v01.00.11 Public Beta Available

Post by weinsoldner »

+1 same error here while trying to download in Europe
User avatar
Bamilus
Posts: 979
Joined: Fri Apr 30, 2010 3:01 pm
Location: The Old Northwest

RE: New v01.00.11 Public Beta Available

Post by Bamilus »

ORIGINAL: altipueri

Can I request widening the range of difficulties so that they go from a complete beginner being able to win from either side without doing anything to however difficult the grognards want it to be.

You can customize settings to make it where you'll win every fight and steam roll the AI. I don't think they can do much more than that. Just set all the AI morale/admin/logistics/etc to a very small level.

Paradox Interactive Forum Refugee
User avatar
Joel Billings
Posts: 33579
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: New v01.00.11 Public Beta Available

Post by Joel Billings »

ORIGINAL: geforth

Can we use the beta for a current game? :)

The basic rules re updates are that code changes will be seen in exhisting games, but data changes will not. We try to always make it possible to continue with your existing games. In the very rare event that we do something that voids old saves, we'll let you know, but we work hard to avoid this.

The complexity comes in when we make some data changes that tend to alter balance, while making code changes that bring the balance back in line. In that case, we can be impacting the game balance in existing games due to only seeing the code changes effecting these. In some cases this can't be helped, but we also try to minimize this as well. We realize the commitment players make to their long campaign games, and we try hard not to disturb those games.
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
Richard III
Posts: 714
Joined: Mon Oct 24, 2005 5:16 pm

RE: New v01.00.11 Public Beta Available

Post by Richard III »

ORIGINAL: Bamilus
ORIGINAL: altipueri

Can I request widening the range of difficulties so that they go from a complete beginner being able to win from either side without doing anything to however difficult the grognards want it to be.

You can customize settings to make it where you'll win every fight and steam roll the AI. I don't think they can do much more than that. Just set all the AI morale/admin/logistics/etc to a very small level.

Thank You.

I had inverted those settings somehow.[8|]
“History would be a wonderful thing – if it were only true.”

¯ Leo Tolstoy
User avatar
geforth
Posts: 139
Joined: Fri Jun 05, 2020 8:25 am

RE: New v01.00.11 Public Beta Available

Post by geforth »

ORIGINAL: Joel Billings

ORIGINAL: geforth

Can we use the beta for a current game? :)

The basic rules re updates are that code changes will be seen in exhisting games, but data changes will not. We try to always make it possible to continue with your existing games. In the very rare event that we do something that voids old saves, we'll let you know, but we work hard to avoid this.

The complexity comes in when we make some data changes that tend to alter balance, while making code changes that bring the balance back in line. In that case, we can be impacting the game balance in existing games due to only seeing the code changes effecting these. In some cases this can't be helped, but we also try to minimize this as well. We realize the commitment players make to their long campaign games, and we try hard not to disturb those games.
Thank you for your answer and your hard work :-) I will use the new beta.
Dreamslayer
Posts: 454
Joined: Sat Oct 31, 2015 1:37 pm
Location: St.Petersburg

RE: New v01.00.11 Public Beta Available

Post by Dreamslayer »

Why is it v01.00.11 instead of v1.00.11 ?
User avatar
56ajax
Posts: 2277
Joined: Mon Dec 03, 2007 3:43 am
Location: Cairns, Australia

RE: New v01.00.11 Public Beta Available

Post by 56ajax »

@Richard III - I know this is off topic but did you ever get that horse?
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
Post Reply

Return to “Gary Grigsby's War in the East 2”