Public Beta 1.02 updated to subversion G

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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Vic
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RE: Public Beta 1.02

Post by Vic »

@fransicus,

I uniformed the size of those tooltips and allowed them to have different colors. I think there are some side effects.

best wishes,
Vic
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Toby42
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RE: Public Beta 1.02

Post by Toby42 »

ORIGINAL: Drakken

ORIGINAL: barkhorn45

I have noticed a reduction of 1-1 retreats also,this is on the first turn with the unit's not having moved.The german's don't have enough inf to mount all 2-1 attacks.
This and the lack of corp hq's(having all those div.under an army command is fine for the soviet's but the german's?)has finally caused me to shelve this game.Back to witw.

Get off your high horse, man. 1.02 is a public beta, I am sure German attack strength on T1 will be examined first thing after the holiday is over. Besides, I am not entirely sure attacks at equal ratio should always be a pushover for Germany, even on T1.

As for Corps HQs for Germany, given the already small number of Divisions under even the biggest Axis Army HQ what would be the benefit of having them? That's simply nitpicking.

I agree. If you want all of the micro-managing, play a Grigsby game.
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RE: Public Beta 1.02

Post by CaptCarnage »

Hello -
I am in a game at the beginning of July with 1.01.

I read about this being a public beta - should I wait until the beta is fixed, or is it nicer to restart with the 1.02?
"One must always distrust the report of troop commanders: 'We have no fuel' [...] You see, if they become tired they suddenly lack fuel" - Heinz Guderian, Panzer Leader
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RE: Public Beta 1.02

Post by baloo7777 »

ORIGINAL: Skyhigh

Hello -
I am in a game at the beginning of July with 1.01.

I read about this being a public beta - should I wait until the beta is fixed, or is it nicer to restart with the 1.02?

Since I was only learning the game anyways, I decided to restart with 1.02. I am pursuing the idea of learning by losing (as Germans), and seem to be rather good with this technique! [:D]
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RE: Public Beta 1.02

Post by Speedysteve »

On my first run through a 1.02 start I'm seeing a substantial increase in failed Axis attacks, as others have noted, compared to previous attacks on 1.01. It's not isolated. We're talking about 40% failed attacks of 1:1 full strength/AP German Div's vs Soviet equivalents in 'plain' spaces! Hell even a 3:2 advantage in Forest fails miserably 80% of the time.

This doesn't feel right to me for a first turn with the surprise and chaos in the Soviet Camp. Note this is VS AI.
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RE: Public Beta 1.02

Post by Franciscus »

ORIGINAL: Speedy

On my first run through a 1.02 start I'm seeing a substantial increase in failed Axis attacks, as others have noted, compared to previous attacks on 1.01. It's not isolated. We're talking about 40% failed attacks of 1:1 full strength/AP German Div's vs Soviet equivalents in 'plain' spaces! Hell even a 3:2 advantage in Forest fails miserably 80% of the time.

This doesn't feel right to me for a first turn with the surprise and chaos in the Soviet Camp. Note this is VS AI.

Yep, my experience too

Regards
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Speedysteve
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RE: Public Beta 1.02

Post by Speedysteve »

Vic/Cameron - have combat routines, early shock affects or Soviet combat abilities been tweaked upwards in this patch as I'm scratching my head at their Defensive effectiveness in June 1941?
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RE: Public Beta 1.02

Post by RCHarmon »

The ruskies are pretty tough turn one. On turn one of battle they are able to enact a defensive withdraw in good order in places. Really no surprise at all.

That Zukahv card should not be able to be played on the first battle turn.
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RE: Public Beta 1.02

Post by Speedysteve »

Sorry don't buy that if you think almost 1/2 of 1:1 attacks on turn 1 should be defended with heavier casualties by the Germans
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RE: Public Beta 1.02

Post by Franciscus »

Well, this is a beta patch, so we are basically testing it and surely the devs will take notice
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RE: Public Beta 1.02

Post by Speedysteve »

Agreed. I've just started a PBEM++ game as well and due to Soviet posture settings on turn 1 (+40% off/-70% def) it meant my attacks went well in that case!
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RE: Public Beta 1.02

Post by Vic »

There have been no changes that should result in significantly different combat outcomes in round 2 between 1.01 and 1.02.

I also ran some tests myself but did not see anything out of the ordinary.

Feel free to upload a savegame with a specific battle (specify Unit, Target) you would like to have to checked in detail.

More than happy to give it a double check.

best wishes,
Vic
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RE: Public Beta 1.02

Post by Speedysteve »

Hi Vic,

I'll PM you on this sand mail you a turn with specific examples
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RE: Public Beta 1.02

Post by bobarossa »

I'm not sure I've ever done a 1:1 attack on turn 1. I use 2 or 3 divs per attack, usually from different hexes. You're pushing the AP penalty way up (extra rounds to win battle) by doing 1:1 attacks. Makes the followup moves more expensive (in AP).
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RE: Public Beta 1.02

Post by Flaviusx »

You guys need to do whatever it is that MT is doing in the opener.

The new patch in net terms helps the Germans, imo. It allows for an accelerated advance up north.
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RE: Public Beta 1.02

Post by Speedysteve »

Hi Flav. I can only assume the random variance in unit position/stance at game start makes a big difference as in my AI game I had circa 40% failure rate on 1:1 attacks. Think I had a 95% success rate in my PBEM opener on the flip side.
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RE: Public Beta 1.02

Post by Flaviusx »

It could be that the AI is making it tougher, yeah, by adjusting retreat priorities.

Random variance in opening positions can make a big difference, too.
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RE: Public Beta 1.02

Post by lancer »

Hi,

There is, with the latest update, increased variability in how the Soviets are deployed (there was a bug preventing this before). All the Regular Armies are still in their correct fronts and are still in their operational zones but they are shuffled around quite a bit.

There is no change to stance, retreat priorities or combat effects.

What's possible is that because units are in different places you have some of them receiving adverse terrain and city benefits where before they weren't. This averages out though, you just get a different mix.

Good rule of thumb when attacking on the initial turns is to bypass Soviet units in cities and forests, especially forest hexes without rail & road going through them (Soviets gain a +40% def bonus here).

Cheers,
Cameron
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Vic
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RE: Public Beta 1.02

Post by Vic »

Just uploaded an updated version of the manual PUBLIC BETA patch 1.02. Its subversion E.

The previous version was already stable, but since we fixed some final things we'd like you to give this one a spin as well before making it the official beta.

Please do report in this thread if you have installed and running the v1.02e without any issues.

See first post in thread for download link and instructions.

Big thanks to all the feedback so far. It is really appreciated. Having you test public beta's makes life a lot easier for the non-beta-participating players as well as making the process of releasing the final official patch less stressfull for the devs ! :)

If I get some positive reports on subversion E this version will most likely become the next official patch asap.

Best wishes,
Vic
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Franciscus
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RE: Public Beta 1.02

Post by Franciscus »

Hi.

Ongoing campaign with previous 1.02 beta but with the new 1.02e on top.

Relationship tooltip's have been substituted by numbers...:



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