Gary Grigsby’s World at War Updated to v1.040!

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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Alex Fiedler
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Gary Grigsby’s World at War Updated to v1.040!

Post by Alex Fiedler »

Latest Update Brings Enhancements and Minor Bug Fixes

Matrix Games and 2by3 Games (www.2by3games.com) today announced the release of a new official update for their latest World War 2 grand strategy war game, Gary Grigsby’s World at War. The new version 1.040 is now available from the Matrix Games website and has a dozen changes and clarifications. All patches can now be downloaded from the Matrix Games “Game” section under “Latest Downloads.”

The major emphasis for this update is fixing a few game bugs and rules that were causing minor issues with game balance. These changes include fixing naval retreat patterns, some op-fire issues, advanced supply rules for attacking neutral countries, attacking neutrals while the supply rules are turned off entirely, and a number of fixes involving op-fire. A secondary change was a decrease in CPU cycles whenever possible, making the game play better on lower end machines.

Gary Grigsby’s World at War covers the Second World War on a global scale and places you at the helm of one of five possible powers: The Western Allies, China, Russia, Germany, or Japan. Command your army, navy and air force and coordinate your attacks. Gain supplies, resources, and factories to fuel your war machine. Manage your supplies and supply lines to ensure you have the resources necessary to capture territories and press your attacks. Gary Grigsby’s World at War has been hailed as an elegant and accessible game design with adjustable realism and detail; where the difficulty can be tailored to your specific level and your opponents range from a challenging computer AI to up to four other human players.
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Marc von Martial
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RE: Gary Grigsby’s World at War Updated to v1.040!

Post by Marc von Martial »

Change History:

V1.040 – June 2nd, 2005
(Third Update Changes and Additions)

Please Note: Old save files (v1.005, v1.016 and v1.033) should be able to be loaded with the updated version. However, if playing PBEM, once one player has loaded the game using the patch, all the next players to follow must also play the game using the patch. Not all fixes will work in games that continue from old saves.

1. Data Correction – Movement between Lanchow and Mongolia now correctly costs one movement point in any games started with this version (was incorrectly costing 2MP in prior versions).
2. Rule Change – When using Advanced Supply rules, supplies expended when a World Power attacks a neutral country are now taken first from the areas nearest to the attack. Also, if the attack on the neutral is not allowed due to lack of supplies, and the move into the area cannot be undone due to FOW and the spotting of an enemy unit, then the attacking units will be retreated as if they had attacked and did not conquer the area.
3. Addition – The game will use considerably less CPU cycles whenever possible.
4. Bug Fix – Fixed at least two bugs that were causing damaged units to be destroyed instead of being placed on the production track at a factory for which they had a legitimate path.
5. Bug Fix – Fixed a bug that was causing fleets to retreat into a frozen area when they had alternative areas (within the same retreat priority level) to retreat to. Fleets may still retreat to a frozen area if there is no non-frozen area at the same retreat priority level.
6. Bug Fix – When playing with the No Supply Required game option, attacks against neutrals by World Powers that normally require supplies are now allowed to attack neutrals.
7. Bug Fix – Air units based in Sicily will now correctly Op-fire at passing units. Also, Sicily will now generate one Interdiction Point per the normal rules (instead of 0 or 2).
8. Bug Fix – Fixed several problems that kept the attack selection pop-up from always activating immediately when move mode is exited. Also, if for any reason the attack selection pop-up does not appear when it should, the player can always move the mouse over the area and right click to make it appear.
9. Bug Fix – Units that have not fired in a combat no longer have their interdiction points reset to zero just because they were in an area where combat took place. They must actually fire at an enemy unit in the combat to have their IPs set to zero.
10. Rules Clarification - The Auto Supply game option does not move supply automatically for defensive combat requirements. You need to ensure you have supply in or adjacent to the zone that have units you want supplied if they get attacked.
11. Rules Clarification - Naval Retreats
A) In section 8.6.2 item 3 should be replaced with the following "The unit moves to any adjacent sea region unoccupied by enemy or allied units (go to the area with the most friendly combat units)"
B) In section 8.6.2 it should state that naval units will never retreat through a narrows that is controlled by an enemy land region. Also, fleets are never allowed to retreat further than their maximum Speed rating.
C) In section 8.6.2 items 4, 5, and 6 should state that the units will retreat to the port containing the factory they are tracing to if there is one.
D) In section 8.6.2 item 7 should be replaced with the following: "The unit will retreat to the nearest sea area empty of enemy or allied units."
E) Fleets retreating from a port that is captured will follow the standard retreat rules listed in section 8.6.2.
F) Sometimes a fleet will automatically retreat from a port to an adjacent sea area when enemy units are moving into the area containing the port. This pre-combat retreat will occur only if there is an adjacent sea area free of enemy and allied units to retreat to.
12. Rules Clarification - Attacking Infrastructure - Air units often select infrastructure that is already at level 2 damage for additional bombing. This is intended in order to make it more difficult to destroy all of the infrastructure in an area through bombing alone.
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