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Info on next patch

Posted: Fri Jun 03, 2005 8:48 pm
by Joel Billings
The next patch for GGWaW should be posted sometime next week. It deals with a few problems we felt were important enough to fix now. The work on the Online Play (TCP/IP/LAN) version of the game continues, and we're hoping to have something by the end of this month for the Origins convention (of course it could get delayed). Here's the list of what's in the 1.040 patch expected next week:

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.