EiA v1.27.04 Official Update Available Now!

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Sandrasy
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Joined: Tue Nov 11, 2025 11:20 am

EiA v1.27.04 Official Update Available Now!

Post by Sandrasy »

Hello everyone 👋🏻

There is a new official update available for Empires in Arms. You can use this LINK to download it.
It is also available from the Members Area/My Page and the store page!

Version 1.27.04 changelog:
  • Fixed transport unload issues
  • Added checks to shut down siege battles and prevent additional combat
  • Fixed combat retreat issue for kingdom minor units
  • AI improvements to optimize priorities for losses and to fight another day if no retreat area
  • Implemented optional Third Party Combat for human vs AI combats
  • Improvements:
    • Added smooth cooler shading that does not drown the area so much to home nation provinces when shading is selected
    • Eliminated reinforcement warning for ships that are ready in an area but do not need to be placed
  • Fixed issue when removing a Depot that contained some factors in it that was displaying a garbled message. Now will display “Depot Contains Factors that will be Eliminated if you Continue”
  • Fixed issue with leaders not being captured in combat

Enjoy!
pzgndr
Posts: 3788
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EiA v1.27.04 Official Update Available Now!

Post by pzgndr »

Hey all. Although it's been quiet for the past few weeks, there have been a few reported issues with the official update. Attached is a quick hotfix that resolves a few items:
- fixed movetocityExecute to check area control, not area nation
- fixed nation_convert_control to exclude evacuating oldowner if at war or allied with newowner
- fixed load_units_to_battle to exclude non-interception fleets not in area
- fixed ai_run_computer_combat and combat_retreat_units to skip live troops check for combat_retreat_units
- fixed combat_set_battles for verifying combatant units at war
- fixed unit_get_forage_value to use lowest forage value of all the areas passed through or stopped in

The last item regarding forage appears to be a legacy bug where the area stopped in was not being checked for lowest forage value, so players may notice some differences now. The combat_set_battles issue has been challenging with regard to minor units, kingdom units, loaned units, and who's at war with who and who's not. We'll see how this latest fix goes.

UPDATE 04/28/2026 - The combat_set_battles fix did not fix naval battles, so I needed to rework a few things:
- fixed load_units_to_battle for verifying loaned combatant units at war
- fixed combat_setup_naval_battle for verifying loaned combatant units at war
- fixed unit_can_unit_join_battle for verifying loaned combatant units at war

The way the code loads units to the battle screen is different for land and sea combats. What I had fixed for land battles needed to be carried over to naval battles. I think all is well now. We'll see. There were three players who downloaded yesterday's hotfix. Please download and install the updated hotfix.
EiANW 12704 Hotfix.zip
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Bill Macon
Empires in Arms Developer
pzgndr
Posts: 3788
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EiA v1.27.04 Official Update Available Now!

Post by pzgndr »

I apologize, but I need to add another quick hotfix. I inadvertantly left in a debug line in v1.27.04 forcing Great Britain to gain control of minors. This is now removed. I think Marshall has already fixed this for the new version. This issue came up in a couple of pbem games and got reported to me. Please replace the game EXE file with the attached hotfix.
EiANW 12704 Hotfix[2].zip
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Bill Macon
Empires in Arms Developer
pzgndr
Posts: 3788
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EiA v1.27.04 Official Update Available Now!

Post by pzgndr »

I am posting a third hotfix for a couple of issues reported from ongoing PBEM games:
- fixed combat issue preventing defender from removing pursuit casualties and ending combat
- changed overgarrisoned city error message to specify name of city

Marshall Ellis fixed the first issue in the next version in development. I am retrofitting it to v1.27.04 here so players won't have to work around it while we wait. The second change simply identifies what city needs to have forces removed. Previously, the game would center the map on the city and provide an error message, but sometimes it wasn't clear which city or forces were involved. As we transition to Marshall as the lead developer, I will continue to monitor for any reported issues that may require another hotfix. I hope this helps. Enjoy!
EiANW 12704 Hotfix[3].zip
(2.54 MiB) Downloaded 33 times
Bill Macon
Empires in Arms Developer
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