New War in the East Public Beta v1.03 - 2 Available!

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

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Andrew Loveridge
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New War in the East Public Beta v1.03 - 2 Available!

Post by Andrew Loveridge »

Hello All,

We have a new Beta version available for you to try out. It updates and fixes a huge list of Features and Bugs, please see below for details. You may find it in the Members Club, as a Registered Download. Please remember this is a Beta, and any feedback is appreciated.

Change History:

V1.03 Beta 2 – January 21, 2011
  • Special Note – Please be aware that when a pop up box comes up asking for a value to be entered, if the X is pressed, the game reads this as entering a value of 0.
  • New Features and Rule Changes
    • Eliminated German leader dismissals prior to 12/15/1941 (This was incorrectly reported fixed in v1.03 beta 1)
    • The AI has been improved so that it will be less likely to leave enemy units supplied by ports behind it’s lines. An example of this is that the German AI should be less likely to leave Odessa in Soviet control in the fall of 1941. Also improved the Soviet AI reaction to German moves into the Caucasus (sometimes it would respond with too many units). (This was incorrectly reported fixed in v1.03 beta 1)
    • Restricted Soviet Rifle brigades so they can’t merge into Rifle Divisions prior to May-1942.
    • Increased the Admin point cost for creating Soviet Rifle Divisions and Cavalry Divisions to 20 before May-1942.
    • Soviet Rocket and Heavy Tank units get automatic Guards status. (This was incorrectly reported fixed in v1.03 beta 1)
    • Made improvements in the AI to reduce/eliminate very poor ground attacks that were occasionally being made.
    • Missing Rule – Section 22.2 should contain an additional exception that states there will be no snow or mud during December 1941 and January 1942 (only Blizzard).
    • Rule Correction - The 110 in the last sentence of section 10.3 should be replaced with 120 (Axis Allied Frozen Garrisons).
    • Rule clarification – Naval Rifle Brigades may be used to create Rifle Corps.
    • Made some adjustments to the amount of CAP that intercepts fighter sweeps (airfield attacks with no bombers).
    • Vehicles produced by Axis Allies will be placed in the German National Pool.
    • Have disabled the production of cities in surrendered nations. Surrendered nations now show 0% production on the production screen.
    • Soviet air groups in the national reserve are not counted when determining if new Soviet Air Bases should be created.
    • The game now limits the amount of Soviet Guards Armies to 11 and Guards Tank Armies to 6.
  • Bug Fixes
    • Soviet Guard Corps should no longer have duplicate names. (This was incorrectly reported fixed in v1.03 beta 1)
    • Captured equipment of destroyed Soviet support units were going to the Finnish pool. Now, where the equipment goes will depend on the map location of the HQ, on map unit or City that the unit is attached to. (This was incorrectly reported fixed in v1.03 beta 1)
    • Fixed a problem with delayed SAD air bases that were disbanding. (This was incorrectly reported fixed in v1.03 beta 1)
    • Fixed text in the CR screen leader tab. (This was incorrectly reported fixed in v1.03 beta 1)
    • Fixed a bug that allowed the Admin Point total exceed 500 when a Soviet Front entered the game. Admin Points should never exceed 500.
    • Fixed a situation where an AI German unit that was totally surrounded was illegally picked up and placed back in friendly territory.
    • Added code to prevent the AI from evacuating factories from isolated cities.
    • Adjusted some issues with non-random weather where the exception cases listed in section 22.2 of the manual could occur in non-random weather. Now they should only appear when using random weather.
    • Fixed a problem where fort levels in a swamp hex could exceed 3.
    • Fixed a problem that in some situations was causing air recon to reduce the detection level of enemy units.
    • Fixes a problem that caused players not to be able to access their current Multiplayer games.
    • Fixed support units that were not being affected by their HQ’s supply shortages and were receiving more than they should.
    • Fixed some incorrect values in the supply details for support units.
    • Fixed a problem causing HQ’s to not send all their supply dumps to units that needed them.
    • Fixed a problem causing Fighter Bomber groups to fly bomber missions even when set to Fighter mode. Fixed another problem that could in some cases cause Fighter bomber groups that were showing they were set to fighter missions to not fly intercepts.
    • Fixed a problem causing oversized groups to appear on the air strike list.
    • Ground elements in a unit will no longer upgrade if the upgrade is to equipment types that are not in the OB of the unit.
    • When ground elements are sent back to the pool because they do not belong in a unit’s OB, once they are all sent back to the pool the ground element slot will be removed from the unit. Previously the slot would remain as 0 and could block other appropriate equipment from being added to the unit.
    • Made some refinements that can allow a unit to have more different types of tanks as long as the totals are within the OB of the unit. In the past, some units would be overstrength because they would not allow a different tank into the unit even though it was of the appropriate type for the OB.
    • Fixed Axis Allies so that they use the German vehicle pool when needed to generate certain motorized replacement squads (ex. Hungarian motorcycle squads in Hun. Armored Division). In the past they might not get these replacements because they required Hungarian vehicles.
    • Partisan units will no longer generate "no longer frozen” messages in the logistic event log.
    • Fixed a bug that could cause ground support to target a non-participating ground unit that was stacked with a ground unit that was in the battle. Also altered the targeting routine so that ground support can be split over several target units instead of always concentrating on one target unit per combat.
    • Fixed a bug where fortified units could be forced to rout move away from enemy units. Now, if a fortified unit is so weak that it would normally displace, it will be disbanded.
    • Independent regiments (not broken down divisions) were not paying the +2 extra to move into an enemy controlled hex. This has been fixed so they pay the extra cost.
    • Fixed a problem so that when a unit is broken down, the support/need values will immediately be divided by 3 on the unit detail display.
    • Fixed a bug that could cause the text in the multiplayer screen to be off center when the screen is maximized.
    • Fixed a possible crash bug caused by the Aircraft fuel usage formula getting a divide by zero.
    • The build cost is now shown correctly in the aircraft tab in the editor.
    • Fixed the Inventory Compare display for aircraft.
  • Data Fixes
    • added a “regiment” of 108 security squads to the 41 Security Division TOE
    • reduced this “regiment” to a “battalion” of 36 squads in the 42 Security Division TOE
    • Changed ground element (732 - ""Partisan Squad"") type to ""Partisan Squad"" (52), a newly created type. Done to limit Partisan Squads to partisan units. In games using this new data, Partisan Squads will not be used in non-partisan units.
    • Reintroduced I-15bis(272) and fixed the armaments and ratings for the IAR37/38/39 planes
    • Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will allow the formation of Guards Tank Corps in April 1942 (previously only non-Guards Tank Corps could be formed prior to July 1942.
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DrewBlack
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by DrewBlack »

Excellant thanks for your work.
 
Drew
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Gettysburg
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Gettysburg »

Thank you for your work to make the game better
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Korzun
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Korzun »

Thank you!
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2ndACR
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by 2ndACR »

Curious about the Security squads......if you have a game already started, since it is a data fix, will you see the effect in current games?
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abulbulian
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by abulbulian »

Not the expert, but from how I understand the data files work, I'd say no.

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Pawsy
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Pawsy »

Thank you great support
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madgamer2
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by madgamer2 »

ok Some fool has to ask: What are we supposed to enter when/if the popup box shows up?

A worried Madgamer2
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cookie monster
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by cookie monster »

ORIGINAL: madgamer2

ok Some fool has to ask: What are we supposed to enter when/if the popup box shows up?

A worried Madgamer2

What popup box?
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madgamer2
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by madgamer2 »

Read the original post and look for the line at the top called SPECIAL NOTE.

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Joel Billings
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Joel Billings »

ORIGINAL: madgamer2

ok Some fool has to ask: What are we supposed to enter when/if the popup box shows up?

A worried Madgamer2


If you have clicked on something that is asking you to enter a number (for example, the frozen delay for a unit in the editor), then you need to enter a number otherwise it will put in a 0 value if you just press the X. This is mostly a problem in the editor, although there may be some places in the game where this issue comes up.
All understanding comes after the fact.
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madgamer2
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by madgamer2 »

ORIGINAL: Joel Billings

ORIGINAL: madgamer2

ok Some fool has to ask: What are we supposed to enter when/if the popup box shows up?

A worried Madgamer2


If you have clicked on something that is asking you to enter a number (for example, the frozen delay for a unit in the editor), then you need to enter a number otherwise it will put in a 0 value if you just press the X. This is mostly a problem in the editor, although there may be some places in the game where this issue comes up.
Well that is comforting but could you give an example or two when this might happen in a game ....that is when someone actually reports one.
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Walloc
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Walloc »

The German FBDs starts with a significantly lower moral, so its harder to move into "enemy" owned territory on the first turns. I cant find any thing in the patch notes that relates to that. So less i have missed it, is this one of the small undocumented changes or an error?

Kind regards,

Rasmus
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Joel Billings
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Joel Billings »

I just loaded the 41 campaign and the FBD units have a morale of 45. I loaded a version from pre-release and they were 45. Are you sure they've changed? What are you seeing? There was no intentional change.
All understanding comes after the fact.
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Walloc
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Walloc »

I sorta jumped to the conclusion that the moral was lowered. I certainly cant repair the same in the first turn as i could do the exact same moves pre 1.03 beta 2. This goes for all 4 FBDs that is unfrozen on turn 1. Hmmm could it be a spin off effect from the independant regiment change. Sounds plausible. Is that intended?

Kind regards,

Rasmus
Reconvet
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Reconvet »

Edit: Never mind, unchanged morale was alredy confirmed
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Reconvet »

I can confirm reduced repair range for FDB.

With 1.03 beta 1 I could repair 4 hexes in AGN,
with 1.03 beta 2 it was only 2 hexes.

Beta 1 repair pic:



Image
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Reconvet
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Reconvet »

Same unit with 1.03 beta 2:

Image

Walloc's observation (spin off effect of independent regiment movement change) seems to be right. Well, it shouldn't be a game-breaker, as it probably only affects turn 1 for Axis. FDB should not be entering freshly converted hexes after turn 1 anyway for quite some time, and their speed on own hexes is still the same.

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Timmeh
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Timmeh »

noticing air recon now not increasing the DL of frontline enemy units, WAD ? Didn't see anything in the change log.

to recreate, I load beta1 (or previous ver.) air recon brest and all three units go 10 DL. Now with beta2 no change to DL of adjacent units on air recon, although the enemy unit discovery and airfield recon works as before ( I can still up the DL of enemy airfields to 10).

the only way I can get a DL of 10 now is to move another unit into the enemy unit ZOC. I dont have a problem with this persay, just wondering if its WAD?
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Joel Billings
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RE: New War in the East Public Beta v1.03 - 2 Available!

Post by Joel Billings »

Air recon has always had limits to the DL it can get a non-airbase unit up to (max 4 in clear terrain). There was a change at some point to fix the recon from causing DLs to drop (in cases where units had retreated away), but the max DL limit for recon spotting hasn't changed.

We'll look into the FBD issue. Could very well be due to the +2 regiment fix. Thanks for the report.
All understanding comes after the fact.
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