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New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 1:37 pm
by Andrew Loveridge
A new beta update is now posted in the Members Club, if you have registered your game. It adds a fire penalty with large numbers of attacking units, changed how AFV's work in combat, plus other rules changes, with an additional updated version of the Manual, and corrections to a number of bugs.

Please give it a try this weekend, and give us any feedback you may have, remembering that it is a beta. We expect to make this comprehensive update official next week, with all the changes listed, and linked, below.


V1.04.28 – June 8, 2011
    [b]New Features and Rule Changes[/b] [ul] 1) Revised Manual – With this version, you will find a new pdf manual (US Letter) which has corrections and revisions. We hope to periodically update this manual and incorporate new rules and rule changes into the manual. This version has some manual corrections, and a full list of the new features and and rule changes listed at the end of the manual through version 1.04.24. The plan is to incorporate these changes into the text of the manual and remove them from the list as this happens. It will take us some time to catch up with all the changes made since release, but our goal is to catch up. Thanks to Leonardo Rogic (Apollo11) for his efforts to produce this living manual. 2) Hotkey Change – The command link feature added in version 1.04.24 that previously used the ` key has been changed so that it uses the Shift-Z key. 3) New Rule– Added a fire penalty in combat when there is a large number of attacking units. The force value of the attacking side is calculated using the following values for each non-support, non-artillery division unit attacking:[ul] Corps 15 Division 9 Brigade 5 (unless the brigade has less than 2000 men in which case it is 3) Regiment 3
Once the force value exceeds 28 there is a chance that elements will not get to fire during combat. Artillery elements are much less effected (only impacted at closer ranges in combat), and the chance that elements will not fire increases as the force value increases. In general though, adding more units should result in more elements firing, but a lower percentage of the total elements will generally be firing as the force increases. The CV values of the attacking units are not changed by this rule.
4) Rule Change (section 7.5.4.1) – Static units may no longer use rail, naval or amphibious movement.
5) Rule Change (Section 21.5.2) – Changed per turn Lend Lease vehicle imports to the following:
    1941 -- 300 1942 -- 800 1943 -- 4500 1944 -- 6000 1945 -- 1500
6) Rule Change - Reserve units no longer receive benefits during fire combat from the fort/terrain levels in the defending hex unless the battle hex is urban.
7) Rule Change – Restricted Guards conversion of Air HQs.
8) Formula Change – Greatly decreased anti-armor effect of flamethrower devices.
9) Formula Change – Increased the range in combat when AFV speed rating is used in the combat formulas.
10) Formula Change – Increased AFV breakdown rate when firing in combat.
11) Editor Change - Changed appearance of CR functions on the unit tab.
12) Editor Change - Added ability to set MP/SMP/DL/MAX TOE in editor(CR) for the selected units.
13) Editor Change - Added ability to set MP/SMP for a single unit in the editor.
[/ul]
Bug Fixes
    1) Fixed a bug where HQ buildups were limited to 19MPs from the rail instead of 20 MPs as it should be. 2) Fixed a bug where AFV ground element in close range were not using their speed rating correctly - very high AFV losses at close ranges. 3) Fixed a bug where Mech infantry and engineers ground types can "breakdown" in combat as if they were an AFV. 4) Fixed a bug where Mech infantry and engineers ground types can become damaged/destroyed by HE anti-armor fire. 5) Fixed bugs with weather where blizzard was happening in areas that shouldn’t have blizzard. 6) Fixed a bug that when Rumanians flipped sides, German units with higher CV values could get disbanded. 7) Fixed a bug where some Logistics Phase messages were getting skipped. 8) Fixed a bug where supplies could be traced from Baku (or any other supply source) even if it was captured. 9) Fixed a bug in the unit size function that was counting divided Soviet corps units as the whole corps (equal to 15 points). 10) Fixed a bug causing the game to crash when using the shift-Y key to reactivate static units.
Data and Scenario Changes
    1) Changed the 81mm mortar ground element in the Rumanian Machine Gun Battalion (OB274) from German (77) to Rumanian (248). 2) Set the Flammpanzer III (element 12) build limit to 2. 3) Set the Panther D (element 22) build limit to 5. 4) In the Devices file, the K4 gun stats were copied to slot 568 and the original K4 gun (434) was converted to a K3 gun with appropriate stats; 5) In the Ground Element file, the Theodore 240mm Gun was copied to slot 338 and the original Theodore 240mm Gun was renamed 240mm Siege Gun with appropriate stats. 6) In the OB (TOE) file, the 41 Theodore Gun Battalion (237) was renamed 41 K3 Gun Battalion.
[/ul]


1.04.24 Changes
1.04.22 Changes
1.04.16 Changes
1.04.15 Changes
1.04.14 Changes
1.04.10 Changes

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 3:26 pm
by DrewBlack
Weekend updates... Thank you

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 3:29 pm
by marcpennington
Thanks again for the very fast stream of updates---- you put other game developers to shame...

Rule 3 is intended, I assume, to mitigate the power of a theater-wide slow infantry offensive from 42 on, aka the attack any hex from 3 sides you can each turn and repeat endlessly? If so, it does really sound like a large step in the right direction.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 5:53 pm
by Klydon
I don't even want to think what effect that large penalty is going to have on a German trying to reduce Leningrad.

Russians could be screwed when attacking with just two rifle corps. Not sure I am a fan of that either.

Will see how it plays out I guess.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 6:08 pm
by Tarhunnas
Once the force value exceeds 28 there is a chance

Would "a chance" be modified by experience or leader ability? What I am getting at is of course that I believe the Germans were more profiecient than the Soviets at coordinating large numbers of units in the attack, and having the chance depend on some ability would reflect this.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 6:13 pm
by Flaviusx
The German edge lies in the fact that their main unit is the division, not the corps, and Soviet divisions aren't really a match for German ones -- their corps are. But they get a bigger fire penalty for using them.

The Soviets will have to get around this by making even more use of their artillery divisions than is already the case.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 7:04 pm
by Joel Billings
The chance is based on how many unit points are in the battle, so the more units in the battle the more chance that an element won't fire. With 2 Soviet corps being 30 points, there is a very small chance that some elements won't fire, but it should have a very minor impact. The real difference is that Soviet units tend to be smaller than German units, so they will face more coordination penalties for the same number of troops. However, once they have Corps sized units it won't be as bad for the non-motorized corps (in fact for these units if kept large, they can be better than the German infantry divisions.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 7:16 pm
by HRL58
ORIGINAL: Klydon

I don't even want to think what effect that large penalty is going to have on a German trying to reduce Leningrad.

I'm not really sure of that. The new rule: 6) Rule Change - Reserve units no longer receive benefits during fire combat from the fort/terrain levels in the defending hex unless the battle hex is urban. ...could in fact make it easier for the germans to attack over the Neva in the non urban hex 2 hex east of Leningrad

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 7:35 pm
by Zebedee
Interesting and subtle change Joel. Looking forward to giving it a play.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 7:37 pm
by Templer_12
Oh boy, Matrix Games and 2by3 Games have discovered the fountain of youth!

Gary Grigsby's War in the East never seems to be old. [:)]

Thank you to everyone participating in the development, to improve and to expand the game. [&o]

A new patch!
I am happy every time like a child at Christmas. [:D]

A new patch!
And again a sleepless night. [:(]

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 9:35 pm
by Michael T
Rule 3. I like the sound of it.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 10:26 pm
by Rosseau
Thank you. Most PDF game manuals are rarely updated based on a patch(es). Very convenient.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sat Jun 11, 2011 10:33 pm
by TAIL_GUNNER
Members area says the patch is 41.16 MB.....but my download was only 39.2 MB..

Something missing?

Image

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 7:55 am
by sillyflower
Thanks for this

1 question:
Bug 2 - does this means AFVs now will or will not get v high losses?

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 8:15 am
by Helpless
Bug 2 - does this means AFVs now will or will not get v high losses?

Bug was causing very high losses - tm.asp?m=2821022

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 1:19 pm
by pad152
Thanks for the Update![:)]

Great to see the manual get updated, I wish they would do this with WITP/AE (there have been so many changes, no one knows what all the rules are any more [8|]).

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 6:14 pm
by Krec
It only gets better..................[:D]

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 6:32 pm
by Gandalf
ORIGINAL: TAIL_GUNNER

Members area says the patch is 41.16 MB.....but my download was only 39.2 MB..

Something missing?

Image

Depends on what they are using for size statements.



Image

39.2 MBytes OR 41.16 could be considered accurate.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 9:20 pm
by Ketza
Nice work guys!

Maybe 1942 will get to be a bit more exciting.

RE: New WitE Public Beta v1.04.28 Available!

Posted: Sun Jun 12, 2011 10:41 pm
by Peltonx
Rule 3, wow nice job.

Great job game keeps getting better and better.

Pelton