Patch 1.03.04

Strategic Command WWII: War in the Pacific is a turn-based strategy game. It offers a comprehensive experience of the Pacific Theater, challenging you to achieve victory in one of history's greatest conflicts.
Post Reply
stormbringer3
Posts: 1037
Joined: Thu Jul 26, 2007 2:58 pm
Location: Staunton, Va.

Patch 1.03.04

Post by stormbringer3 »

Will there be patch notes posted?
Thanks.
gamer78
Posts: 770
Joined: Wed Aug 17, 2011 5:33 am

Re: Patch 1.03.04

Post by gamer78 »

There is "What's new" pdf file in game directory.
User avatar
Tanaka
Posts: 5117
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

Re: Patch 1.03.04

Post by Tanaka »

gamer78 wrote: Fri Jul 11, 2025 8:45 pm There is "What's new" pdf file in game directory.
Thanks was looking to see if there were new patch notes myself. Nothing posted in Steam since March.

Change History:
V1.03.04 – 11th July 2025
CAMPAIGNS
All campaigns

French, German, Spanish and Chinese translations added.
1937 Marco Polo to Pearl Harbor

Added Kienning and Foochow area resource hexes to the China and Japan Planning Exclusion Lists to reduce the chance that unit become low on supply (Kurrestan).

Increased the number of Chinese and Minor regiments to allow for small holding actions in un-garrisoned cities.

Added Chinese Unit scripts for Chinese regiments, triggering when a Japanese unit approaches.

Fixed a Japanese victory function (Stephan).

Fixed the text relating to DE 22 so the MPP cost is consistent and correct (Lukas).
1941 & 1942 campaigns

Amended the Japanese Guard script for Batavia so it will steal from other plans if required (Mithrilotter).

Hex 56,55 in China is now a hill (Mithrilotter).
1942 Summer of Decision

Japanese Guard scripts added for the new Fortifications in China (Mithrilotter).
1945 Operation Olympic

Increased the combat target values for the Japanese Infantry Divisions.

Reduced the research upgrades for the Japanese Infantry Divisions.

Adjusted the unit cost so that they are the same as Operation Coronet.

Japanese air units arrive at full strength and max research.

Updated several media files.
1945 Operation Coronet

Increased the combat target values for the Japanese Infantry Divisions.

Reduced the research upgrades for the Japanese Infantry Divisions.

Adjusted the unit cost so that they are the same as Operation Olympic.

Japanese air units arrive at full strength and max research.

Adjusted map and scripts for the Ironhorse event.

Updated several media files.
V1.03.03 – 17th June 2025
CAMPAIGNS
1937 Marco Polo to Pearl Harbor

Amended the hex that DE 800 points to.

DE 801 corrected as it was set to be DE 800.

China's ability to invest a chit in Artillery Weapons has been restored.

War Entry scripts added for when the PGRC, RGPC and RNGRC join the Axis.

Turn countdown implemented (rjh1971).
1941 & 1942 campaigns

Reduced the hex range in which Japanese naval forces can trigger Australian CMF forces to mobilize (the hex range in which Amphibious Transports can trigger them remains the same).

Reduced Australia's Corps Build Limit from 4 to 3 (Mithrilotter).

Japan now starts with an unreformable Division at Truk and another at Shumushu in the Kuril Islands, with the latter deploying on the 18th April 1942 in 1941 Day of Infamy (Mithrilotter).

Additional Japanese AI Amphibious Transport scripts added.

Improved the likelihood of the Axis AI providing a tougher fight in the Bismarck Archipelago (Mithrilotter).

Japanese Research and Guard scripts amended (Mithrilotter).

Increased the forces available to the Japanese AI in China from 1943 onwards if it is on the defensive.

The Axis AI will now gain a further 50 NM points per turn for each of Batavia, Hong Kong, Kukum, Manila, Rangoon and Singapore that they hold from the 1 January 1943 (only places Japan historically held at any point during the war have been included, as the AI's capture of any others will signify greater success, implying no further NM benefit may be necessary).
1942 Summer of Decision

Reduced the experience on the Chinese 10th Army in Changsha from 1 to 0.5, reducing its strength to 10 in the process.

Reduced the starting strength of the Chinese 14th Army in Chungking from 10 to 5, the 2nd Army in Yichang from 10 to 8, and the 93rd Army in Xi'an from 10 to 6.

Amended the Axis AI fleet script for Midway (Mithrilotter).

Moved the Japanese 13th Army from 60,57 to 61,56 near Fuzhou (Mithrilotter).

Three Japanese Fortifications added in China (Mithrilotter).

Japanese units near Beiping have been moved.
1945 Okinawa

Corrected the Strength script so that the presence of more than 2 Japanese air units on Formosa will now trigger air attacks.

Added Fukuoka as a Japanese Industrial Center.
1945 Operation Olympic

Reduced Japan's Fortification build time from 90 to 21 days.

Turn countdown implemented (rjh1971).
1945 Operation Coronet

DE 32 and the Allied Military Situation Pop Up now appear at the start of the first Allied turn (OldCrowBalthazor).

The Unit scripts deploying Japanese militia will now not trigger their deployment during the Allied turn. As this will affect their chance of triggering, the chances of those with a 20% trigger have been increased to 40, those with 33% to 60%, and those with 50 to 75% (OldCrowBalthazor).
V1.03.02 – 04th June 2025
GAME ENGINE

Fixed an available resolutions display error in the SETTINGS screen.

Fixed a sleep tool CTD when combined with selecting next/previous units (John C).

Fixed a unit supply value error for when supply sources are > 12.

Fixed a naval zone of control display error (CptOdin).

Fixed a TERRITORY event CTD when the RECIPIENT_ID had previously armisticed surrendered (budd).

Fixed a Carrier attack error when Carriers are set to 100% land attack loss evasion, e.g. they
would sometimes still get attacked by defending Anti-Air units.

Fixed an Artillery error that allowed counter battery fire to fire through neutral territory (Hogart Time).

Fixed an Artillery movement error that would reduce shells to zero if out of range of enemy units (ArcturusRising).

Fixed an AI error that did not include Amphibious Warfare research upgrades applicable to minors for increased amphibious transport builds (El Condoro).

PBEM++ Lobby will have its Tournament button shown in Green when there are turns to be played, and in Red when your opponent must play out their turns first.

Improved AI naval combat logic, e.g. improved FLEET and combat movements and the prioritizations of attacks on enemy Carriers where applicable.

Optimized the display of the supply values map for improved scrolling speed (TheGameSquid).

Enhanced PBEM security (mdswift; gamerdude).
CAMPAIGNS
1937 Marco Polo to Pearl Harbor

Edited the Decline of German Support popup (rjh1971).

Research max chits assignable changed to 1 as the assignment was at the default (Bill).

Changed Naval Construction to 50 MPPs to more closely align with other campaigns (Bill).

Production Delay setting for Chinese divisions lowered to 4 (Bill).

Formation of minor countries modified so that there is no delay in the country’s mobilization and active participation (Bill).

Foukien Warlord Territory script corrected added two missing map positions (Bill).

Aligned Decision window popup placement to corresponding subject location on map (Bill).

Diplomacy modifications made. These include a limit of 2 chits on the USA, major country influence MPPs increased to 200 per chit, and effective range adjusted to 5 to 8% (Stephan & Bill).

Corrected the Communist Blockade Popup’s display style setting so that a red icon displays when the condition is not met (Bill).

The China blockade of Communist China event affecting China's National Morale has been updated. It will now only trigger if Communist China is not surrendered (Bill).

Added an alternate Capital for Communist China (Bill).
1941 Day Of Infamy Campaign

An Allied Hong Kong can now be upgraded with AA (Mithrilotter).

The Axis AI will now deploy an Engineer in Burma and Thailand in the autumn of 1942, with Fortification scripts so it can add defences (Mithrilotter).

Japanese Guard script added for Manado (Mithrilotter).

Rabaul Airfield is now a Fortress, which means it provides the same benefits as an Airfield to any air units occupying it, while also providing higher defensive bonuses to the unit if it is attacked (Mithrilotter).

The maximum % of income that Australia can send to India has been reduced from 40 to 30%.

The maximum % of income that the USA can send to Australia has been reduced from 15 to 12%.

Axis AI Guard script added to prevent Partisan activity in the Karen Hills in Burma from 1943 onwards (Mithrilotter).

Allied AI Unit script added to assist the US's invasion of the Solomons (Mithrilotter).

The Japanese AI will now deploy more units to Thailand and Indochina in the event of Allied advances there.

Allied AI Unit scripts added/amended so it can better defend against an Axis invasion of southern India (Stephan).

Reduced the cost to Japan of Advanced Fighter research from 175 to 150 MPPs, Long Range Air from 150 to 135MPPs, Production Technology from 125 to 110MPPs.
1942 Summer of Decision

Minor improvements made to the Strategy Guide (Mithrilotter).

Amended the AI Amphibious Minor script for the Axis invasion of the Solomons.

POP UP relating to Communist China's mobilization removed (Mithrilotter).

I Australian Corps now deploys on the first Allied turn (Mithrilotter).

Amended the starting dispositions of some Japanese naval units from Japan to Marcus Island (Mithrilotter).

Amended the starting map position so that it hovers over these Japanese naval units.

Hutton HQ's starting strength reduced from 7 to 5, and Stilwell's from 8 to 5.

Japan now starts with level 1 in Amphibious Warfare.

A new Pop Up added advising Japan on the position of their Special Forces units on Wake Island.

Extra Nanjing Garrison deployed at Nanjing.

Amended Japanese AI unit scripts to better spread their deployment in East Asia, and also to strengthen their forces in China.

Axis AI Unit script deploying reinforcements in China amended to provide more variety.

Fortifications added near Manzhouli and the AI Fortification script for these removed.

Amended the Transport script #NAME= Japan Build Up Transport Manila -> Bangkok (1942) to instead be #NAME= Japan Build Up Transport Manila -> Hanoi (1942).

Moved the Japanese 1st Light Tanks from Pusan to Beiping.

The AI Guard scripts now include Rabaul Airfield.

Amended and introduced new fleet scripts so Japan's navy is more active (Mithrilotter).
1944 Imphal-Kohima

Corrected the POP UP settings (CSSS).

spelling corrected on some messages (Don60420).

Pop Up messages removed from various Chindit related scripts as they were unnecessary (OldCrowBalthazor).

The chinditporksausage image will now appear correctly (rjh1971).

Nepalese units can now be commanded by British HQs (OldCrowBalthazor).

Axis AI Guard script added for the Kyauktaw area in the Kaladan Valley (Kurrestan).

Allied AI Guard script added for when the Axis are threatening Imphal (Kurrestan).

Settlement of Kadrangyang added north of Myitkyina.
1945 Operation Olympic

Victory condition coordinates corrected (rjh1971).

Adjusted positions for the US HQs in transports so that they are not immediately detected by the Japanese (Mithrilotter).

AI Purchases scripts added.

Added a Japanese engineer unit.
1946 Operation Coronet

Japan Cities and Major Cities NM values increased slightly so the Allied side has the possibility of getting a victory due to low Japanese NM (Mithrilotter).

Additional Japan Industrial Centers are assigned so Japan can reform units despite which victory hexes are captured by the Allies (Mithrilotter).

Blank labels on NM bars displayed. So, removed UK as a major country as British Empire will be a major and include UK units (Mithrilotter).

To balance play, lowered the US Tank Destroyer research level by one (Mithrilotter).

Added a Japanese engineer unit (Mithrilotter).

Pillbox combat values improved (Mithrilotter).

Added 20 MPPs a turn for Japan (Mithrilotter).

AI Purchases scripts added (Mithrilotter).

Changed Japan Infantry Division build cost to match Japan Division cost (rjh1971).

Adjusted Amphibious scripts so that all units land on turn 1 (Stephan).

The cost to build the IronHorse harbors remains the same, but is adjusted to spread the cost over time (Stephan).

Victory condition coordinates corrected (purplehood).
V1.03.01 – 01st May 2025
GAME ENGINE

Fixed a Carrier attack error when Carriers are set to 100% land attack loss evasion, e.g. they
would sometimes still get attacked by defending Anti-Air units.

Fixed an Artillery movement error that would reduce shells to zero if out of range of enemy units (ArcturusRising).

Enhanced PBEM security (mdswift; gamerdude).
CAMPAIGNS

Corrected All DLC Campaigns now included.
1941 Day Of Infamy Campaign

Corrected the positions of Imphal and Kohima.
1937 Marco Polo to Pearl Harbor

Removed the research option for Shell Production (Scramble).

Added two-letter abbreviations to Minor China country unit flags for quicker identification (OCB & Mithrilotter).

Corrected the turn information in the Description field (Bite).

Some CCP event MPP costs lowered so the CCP does not have a negative income (rjh1971).

Text edits made to pop-ups (CSSS).

Blank decision event MPP text line corrected (TeTeT).

Completed weather implementation (CSSS).

Lowered Japan national moral decrease for the loss of Shanhaikwan and Shanghai so Japan does not surrender at the loss of just one of these cities (Nuklearois).

Added resource hexes to the Japanese Planning Exclusion List to direct more Japanese AI units south along railroads.
1945 Okinawa

Changed income procedure to scripted so that each country receives at set amount of MPPs each turn and increased Japan's income. (Bill, rjh1971).

Added a 25% chance of naval combat loss evasion to Supper Battle Ships and Carriers (Bill).

Added resource hexes to the Allied Planning Exclusion List to direct more Allied AI units south toward main Japanese lines (Kurrestan, CSSS & Bill).

Modified Allied AI Offensive scripts so that more units would be sent south rather than north (Kurrestan, CSSS & Bill).

US AI amphibious plans modified to allow for the concentration of the force before moving to the landing area (Kurrestan).

Added information to two popups regarding the BPF and Formosa that will better describe locations and capabilities (CSSS).

Better aligned Manus loop “To Pacific” position to expected direction of ship movement (Bill).

Added loop turn delay setting to map so players know when to expect the completion of ship movements (Bill).

Added simulated air reconnaissance of Formosa and surrounding waters to allow Allied AI carriers to make attacks on Japanese airfields.

Added a AI plan to move fleet from the Kerama Island Anchorages so they remain in support of land units.

Corrected Japanese Ten-Go AI plans for ship movements.

Set operational movement fixed cost to 5 MPPs to allow Japan air units to deploy between the Home Islands, Okinawa and Formosa. (rjh1971).

Lowered Japan unit reformation cost by one-third for infantry and pillboxes, so Japan can now regenerate more forces (Bill, rjh1971).

Increased build limits for pillboxes, so the Japanese can easily re-fortify lines (Bill, rjh1971).

Placed additional Japanese coastal guns along the east coast of Okinawa to increase the defense against USN ships on bombardment missions (Bill, rjh1971).

Added more at start Japanese midget submarines to provide additional forces to counter the USN (Bill, rjh1971).

Reduced game turns to 30 (Bill, rjh1971).
Image
User avatar
OldCrowBalthazor
Posts: 2743
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Patch 1.03.04

Post by OldCrowBalthazor »

Thanks Tanaka!
That's 3 months of revisions, fixes, and changes bundled up in one changelog.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
Tanaka
Posts: 5117
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

Re: Patch 1.03.04

Post by Tanaka »

OldCrowBalthazor wrote: Sat Jul 12, 2025 7:08 am Thanks Tanaka!
That's 3 months of revisions, fixes, and changes bundled up in one changelog.
Nice work beta testing!
Image
Post Reply

Return to “Strategic Command WWII: War in the Pacific”