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What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 7:18 pm
by CarnageINC
Just wondering what the testers/developers are working on right now. Haven't heard anything in a while. Thanks for any info you can provide [:)].
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 7:44 pm
by 2ndACR
They fixed the Exp drop when TOE upgrades occur. I know that much anyway
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 7:47 pm
by Great_Ajax
I don't think I can say much as I'll leave it up to Joel to inform the masses. I will say that most of the discussions that go on here are forwarded over to our own forums and are being debated, tested, and put into beta patches.
Trey
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 7:49 pm
by 2ndACR
That is all I can ask for and expect, thank you. That is why I love Matrix and 2by3 Games, they listen and care. Unlike a lot of companies. I cannot remember the last non-Matrix game I bought. Don't think I have bought a non Matrix title since I joined in 2003
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 7:54 pm
by CarnageINC
ORIGINAL: 2ndACR
That is all I can ask for and expect, thank you. That is why I love Matrix and 2by3 Games, they listen and care. Unlike a lot of companies. I cannot remember the last non-Matrix game I bought. Don't think I have bought a non Matrix title since I joined in 2003
The last non Matrix game I bought was Total War Empire. They had somewhat spotty patches but they can't compare to Matrix. 99% of all others are rubbish as far as I'm concerned...yeah Matrix! [&o]
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 8:12 pm
by PeeDeeAitch
I believe the next update includes the "Axis Win!" button that can be hit on Turn 1.
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 8:53 pm
by Joel Billings
I don't have an official readme put together yet for the 1.03 beta 3, but when I do I'll post it. There are many changes, including bug fixes and system changes to deal with experience and morale. Most importantly we found an extra *2 modifier for the defender CV when defending in "dense terrain". This was undocumented and really not intended. It was originally put in for urban terrain, and we are leaving that part in, but when the rules were extended to have dense terrain include swamp, rough, mountain and heavy forest, this *2 came across although no one realized it was in the game (Gary did at one point, but it didn't get documented). Pavel found it in the code and in the next version it will be gone. So swamps (and some other terrain) were tougher than they should have been. We've also slightly reduced the manpower multipliers for the Soviets in 41 and 42 as we concluded the Soviet strength was building up too quickly. This version is in test now, and we hope to have something out this upcoming week, although with all the changes, it hard to say for sure when the next beta version will go out. Thanks to all the players that continue to report issues and special thanks to those that send us repeatable saves that allow us to fix bugs and check our fixes.
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 9:01 pm
by JeffroK
ORIGINAL: PeeDeeAitch
I believe the next update includes the "Axis Win!" button that can be hit on Turn 1.
Or another button, Lets keep the Non-Aggression Treaty and attack somewhere easy.
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 10:16 pm
by stuman
ORIGINAL: JeffK
ORIGINAL: PeeDeeAitch
I believe the next update includes the "Axis Win!" button that can be hit on Turn 1.
Or another button, Lets keep the Non-Aggression Treaty and attack somewhere easy.
I still think they should link " E " with " AE ". Maybe a button whereby Japan attacks Russia just as Barbarossa kick off. Or a " Russia strikes East " button I can hit when Japan is kicking me about and around in the Pacific.
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 11:30 pm
by Michael T
Lessening the Soviet manpower build up and reducing the swamp modifer is good. I always felt the swamps were just a little too tough to crack. thanks
RE: What in the pipeline for new updates?
Posted: Sat Jan 29, 2011 11:34 pm
by kfmiller41
ORIGINAL: PeeDeeAitch
I believe the next update includes the "Axis Win!" button that can be hit on Turn 1.
[:D][:D] Your first name isn't Adolf is it?
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 11:26 am
by kevini1000
ORIGINAL: Michael T
Lessening the Soviet manpower build up and reducing the swamp modifer is good. I always felt the swamps were just a little too tough to crack. thanks
Will this alone be enough to reverse the trend where I see the axis players getting the shit kicked out of them in all the human vs human ARR's.
Sath
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 11:28 am
by karonagames
Will this alone be enough to reverse the trend where I see the axis players getting the **** kicked out of them in all the human vs human ARR's.
Not on their own no, but it might help progress towards Leningrad, and reduce some of the bite of the Soviet First Winter counter attack.
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 6:52 pm
by Joel Billings
Here's the list for the v1.03 beta 3 that we have so far, although there are a few more items that have been done that aren't yet in the list. Also, more may get done before we're ready to post a version for the public.
· New Features and Rule Changes
1. Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
2. New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
3. Rule change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
4. Rule change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
5. Rule change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
6. Rule changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
7. Rule change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
8. Rule change and new rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
9. New Rule – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
10. New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds it’s national morale by 30 points or more.
11. Rule changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
· Bug Fixes
1. Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
2. Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
3. Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
4. Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
5. Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
6. Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
7. Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
8. Increased the probability of artillery and infantry weapons being produced from armaments.
9. Deleted the temp file created when a Multiplayer game is saved to the server.
10. Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
11. Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
12. Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
13. Fixed a bug involving vehicle usage during the replacement phase.
14. Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
15. Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
16. Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
17. Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
· Data and Scenario Changes
1. Tweaked the blast radii of many of the devices to correct for rounding errors.
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 6:59 pm
by Capt Cliff
ORIGINAL: stuman
ORIGINAL: JeffK
ORIGINAL: PeeDeeAitch
I believe the next update includes the "Axis Win!" button that can be hit on Turn 1.
Or another button, Lets keep the Non-Aggression Treaty and attack somewhere easy.
I still think they should link " E " with " AE ". Maybe a button whereby Japan attacks Russia just as Barbarossa kick off. Or a " Russia strikes East " button I can hit when Japan is kicking me about and around in the Pacific.
Japan did not want to attack Russia and the Soviets didn't want to attack Japan. A mutial psuedo non-aggression pack, unsigned. Germany declaring war on the US was THE dumbest thing Hitler did.
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 7:08 pm
by randallw
People not aware of the rule changes may be unhappily surprised.
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 7:12 pm
by CarnageINC
Looking good Joel thanks for the posting. [:)]
RE: What in the pipeline for new updates?
Posted: Sun Jan 30, 2011 8:50 pm
by Mehring
A lot of that will hit the Russians hard in 1941.
RE: What in the pipeline for new updates?
Posted: Mon Jan 31, 2011 4:42 am
by 76mm
yikers, increase in factory rail transport costs could force some tough choices...currently I've generally got enough to move factories and move reinforcements, maybe not any more.
RE: What in the pipeline for new updates?
Posted: Mon Jan 31, 2011 10:13 am
by BletchleyGeek
ORIGINAL: 76mm
yikers, increase in factory rail transport costs could force some tough choices...currently I've generally got enough to move factories and move reinforcements, maybe not any more.
If my calculations are correct now evacuating the full capacity of Kharkov T-34 factory or Leningrad KV-1 factory is no longer possible in one turn. That's quite huge, given that unevacuated capacity is lost. Evacuating HI and Armaments factories from places like Stalino or Dnepropetrovsk will take the best part of four turns.
Now if people hadn't incentives to defend strongly those places due to manpower and resources... well, now there's another one on top of that [:)]