1.02.14 hotfix for AI air assist bug (and more)

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.

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1.02.14 hotfix for AI air assist bug (and more)

Post by Joel Billings »

I've attached a 1.02.14 Beta hotfix .zip file. This should only be used if you already have the 1.02.13 version installed on your computer. You should unzip this directly into your Gary Grigsby's War in the East 2 folder. You may want to rename you WarInTheEast2.exe file first in case you want to go back to the 1.02.13 update. We're releasing this as a hotfix primarily because a few players had a crash in the AI Air Assist that prevented them from going further. However, there are some other very important changes, including a reduction in flak and increased interception of air transport missions (as well as fixing the ability to assign escorts to transport missions). Matrix is going to try to get the installer built in the next few days so it can be released as a normal beta update. For those playing Multiplayer/PBEM, be sure that all players in the game update at the same time. You definitely don't want to be using different versions. The full change list is as follows:


v01.02.14 – 10th January 2022
New Features and Rule Changes

• Several additional changes to flak. Flak during the air execution phase had inadvertently been increased in a recent update. This change was removed. The chance for flak hits was also reduced across the board in all phases.
• Increased the chance of intercept of air transport missions. You should now see air transport missions close to the front line and especially over enemy territory being intercepted. Given this change, along with the air transport fix noted below once again allowing escorts, be careful with flying unescorted transports near the front line. Intercepts well be limited far into enemy territory.
• Theater boxes (including the reserve) are now limited during the logistics phase in that they will never use more than 2/3 of the trained pilots that begin the replacement phase in the pool. 1/3 of the trained pilots are reserved for air units on the map, which receive their replacements after the theater boxes.
• Added details about non-afv fire in the combat report at high combat message levels (6 and 7).
Bug Fixes and AI Improvements
• Note regarding the Losses screen: The ‘Current Turn’ column losses by reason (A2A/flak/ground/operational) are often incorrect. Several reasons for this were fixed in this update, but there are still cases where these losses will be incorrect, too high or too low. The Total column losses are correct, as are the losses by aircraft type, and the losses on the left side of the screen losses by aircraft model. We will continue to try to improve the losses by reason (and the total that appears in the Current Turn column), but for now, you have to use the losses by aircraft type to get an accurate view of current turn losses.
• Destroyed units that rebuild are arriving in the reserve set to 100 Max TOE. They should arrive set to 0. Fixed. Note, players will have to consciously increase the unit’s Max TOE for it to receive replacements.
• Not able to assign escorts to air transport missions. Fixed.
• Access to Inland Port is not preventing area from being isolated. Fixed.
• Axis Allied nationalities are not importing captured equipment. Fixed.
• Interdiction caused by Ground Attack/Interdiction is much higher than by Ground Attack/Unit missions that switch to interdiction. Fixed.
• Entrained static units come out of static mode automatically at no AP charge. Fixed.
• When air groups is sent to TB/Reserve aircraft loss is not recorded when damaged plane is destroyed. Fixed.
• Game crashes during AI Air Assist in the air planning phase. Fixed.
Attachments
WitE2 1.02..taHotfix.zip
(3.21 MiB) Downloaded 235 times
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Stamb »

Awesome [&o]
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by actrade »

YES!! I can restart my campaign!
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by MaB1708 »

Thank you, guys!
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by AlbertN »

Hmm next turn I may have to pay attention with the air transports!
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by actrade »

Noticed huge difference in my first turn (one I saved right before .13 came out) as far as Flak losses go...about even with operational as opposed to 5-6 times greater pre-fix. Thanks!
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by MaB1708 »

<...>
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Welcome »

What is really sad is that you started a game with the version (X) and that during this game that you just started. There are 10 new (patch-versions) just released.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Hardradi »

Moved to tech.

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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Hardradi »

.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by jasonbroomer »

You can't run this with steam.

I'm getting an error message that code execution cannot proceed because steam_api.dll was not found
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by actrade »

So you are saying that it's sad that we have devs who are constantly trying to improve what many believe to be the best WWII strategy game ever?
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by xhoel »

ORIGINAL: Joel Billings

• Destroyed units that rebuild are arriving in the reserve set to 100 Max TOE. They should arrive set to 0. Fixed. Note,

This isnt working. Please check again. I ran a test and the units are still coming at 100% TOE and on refit.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Joel Billings »

Did you run the AI, or do human manually. I found the AI was switching it but I thought I saw for a human player it wasn't switching it when it used to during the next logistics phase. I don't think I went through 8 turns though manually to make sure.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by xhoel »

Just so we are clear here: Is the fix now applied the turn the unit is destroyed and set to return? Or is it applied before the unit arrives in the Reserve?

In the save file I ran, its a HvsH set up so no AI involved, on Axis T11 and I had a shell unit arriving on T12. Advanced the turn till I reached Axis T12 and checked the unit. Was at 100% Max TOE and still on refit. I have the file if you need it.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Joel Billings »

FYI, the units were having their Max TOE set at the start of the first logistics phase after being destroyed, even though the units wouldn't arrive for many turns. The units that have already been destroyed and had their Max TOE set to 100 will not be fixed by this new update. It just won't set any newly destroyed unit to 100. I've just run a new test and saw it work for a newly destroyed unit.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by xhoel »

Thats why I asked. Too bad, was hoping that could help my game, but its good enough that this bug is fixed.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Hardradi »

ORIGINAL: jasonbroomer

You can't run this with steam.

I'm getting an error message that code execution cannot proceed because steam_api.dll was not found

As I found out, its the beta patch is .exe. file that runs the game. It is not a full install patch. This was detailed in the beta patch thread.

If you copy it into your Steam directory for WITE2 and overwrite the original, it runs.
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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Erik Rutins »

We just found a critical issue with this. I'd suggest reverting to 1.02.13 until we investigate further.

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RE: 1.02.14 hotfix for AI air assist bug (and more)

Post by Joel Billings »

Just to give more info. The issue we're seeing has to do with isolation of units cut off by land but that have a line of supply via valid ports that are not interdicted. We're seeing hexes isolated that shouldn't be (like Baltic ports and Odessa). We'll try to fix it ASAP.
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