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Asid:
Whiskey & Lemons Release Info
Tue, August 1, 2023



Whiskey & Lemons DLC to be Released on 25th of August!

Gen’l,

We're happy to announce, that the DLC to Grand Tactician: The Civil War (1861-1865), Whiskey & Lemons, will be released on 25th of August, 2023(17.00 UCT / 10.00 PDT)! On the same day we will also release Volume 2 to the game's Soundtrack, and a major update to the main game. Details below:


Whiskey & Lemons.

Whiskey & Lemons DLC introduces a new career mode, where you can play any campaign in the game starting from a low position, caring only about your unit and your career, with the AI taking care of the rest. With prestige and promotions you may rise all the way to the top of your nation's military leadership, which will open up more options to influence the war effort. Career mode includes role playing elements for character development. The possibility to take only a smaller role in the campaign may also suit players that feel the main campaign is too overwhelming. In addition to the career mode, W&L DLC introduces a new regiment scale Eastern Theater focus campaign.

Whiskey & Lemons will sell for USD 24,99. On release, the DLC will have a 10% discount.

For more details and wishlisting, visit:
WHISKEY & LEMONS STEAM STORE PAGE: https://store.steampowered.com/app/2138830/Grand_Tactician_The_Civil_War__Whiskey__Lemons/


GAME PLAY VIDEO FROM CAREER CAMPAIGN




Soundtrack Vol.2.

Volume 2 of the game's Soundtrack features 20 more old time and traditional tunes from the Civil War era, hand picked & recorded live by Wasel and the Weasels. Like with Soundtrack Vol.1, the music will be included in the game, even if you don't own the Soundtrack or any other DLC. Buying the Soundtrack will allow you to enjoy the music also outside of the game - it's also a good way to support Grand Tactician -project, and especially the talented musicians!

Soundtrack Vol.2 will sell for USD 9,99.

For more details, including the track list, and wishlisting, visit:
SOUNDTRACK VOL.2 STEAM STORE PAGE: https://store.steampowered.com/app/2504240/Grand_Tactician__The_Civil_War_18611865_Soundtrack_Vol2/


Bundle.

We will also update the Bundle option for the game, which includes all the content for 10% off.


Major Patch 1.21.

With the DLC release, there will also be a major new patch for the main game. The patch includes bug fixes, some new features, balancing, performance & AI improvements, and the new music.

For more information:
SEE THE FULL PATCH NOTES in the post below

Most Respy,

Grand Engineer Corps


Asid:
Upcoming New Patch 1.21
Tue, August 1, 2023



With the upcoming release of Whiskey & Lemons DLC, we will also release a major patch to the game. Here are the patch notes as of AUG 1. This list will be updated when the patch is released.

Campaign:
- machineguns: the project(s) will add a number of these weapon in the inventory, but (mass) production will not be available (1.1216)
- AI will not use high quality commanders for artillery units (1.1216)
- fixed: sometimes battle results are switched when returning to campaign (1.1216)
- if all units in OOB are filtered out the screen does not show the last unit anymore to prevent unwanted UI behavior (1.1201)
- now showing approximate arrival of reinforcing groups in auto-resolve panel (1.1201)
- AI commander replacements now take into account all attributes instead of only experience (1.1201)
- “orders available” and “orders placed” weapon filter settings cannot be activated both now (1.1201)
- fixed: victory balance calculation of sieges takes into account not yet arrived units (1.1201)
- removed: old siege panel still visible if a unit was selected and started a siege (1.1201)
- AI: no construction of POW camps pre-war and lower probability while pow camps are already under construction (1.1201)
- Officers list is updated if a commander is promoted, officer will be rearranged in correct rank in list (1.1201)
- fixed: upgrade info for markets shows wrong efficiency pickup (1.1201)
- fixed: federal building levels in production panel are not updated correctly, added further federal building info (1.1201)
- fixed: reloading resets the recruitment queue for a state (1.1201)
- fixed: using auto-placement for a certain building sometimes leads to placing it twice (1.1201)
- railroad movement now restricted to occupied and owned terrain (no longer state-wide) + colored on map to indicate availability (1.1201)
- fixed: some railroad tracks were not visible when selected for construction (1.1201)
- slave workforce ratio now depending on support for CSA side (1.1201)
- forts taken via amphibious assault are now also counted for achieving campaign objective “capture 10 forts” (1.1201)
- AI readiness is now checked for each step in offensives, not only at start (1.1200)
- fixed: Union occupied forts on CSA terrain are shown red (CSA) at scenario start although having a Union garrison (1.1200)
- rebalancing of order delays over long distances (1.1200)
- fixed: dummy navy commanders have no rank and cannot be promoted (1.1200)
- rebalancing of weapon weighting in AI offensive decisions, in the past artillery heavy player units often prevented AI offensives (1.1200)
- fixed: replacing wia/kia commanders of fort batteries sometimes removes non-dummy commanders from roster (1.1200)
- lowered national morale effects from naval engagements (1.1200)

Battles:
- measures against AI blobbing (1.1210)
- fixed: sometimes waypoint marks are removed while orders are given if enemy is close (1.1211)
- fixed: end of day supply situation sometimes leads to huge morale drop (1.1211)
- Performance Improvements (1.1200)
- improved attacker/defender detection for campaign battles
- fixed: an issue where entrenchment levels did not reset when moving (1.1200)
- fixed: removed entrenchments are shown red when reloading (1.1200)
- added separate fire arc colors for 3D map & papermap (for mods: unitprefs need to be adjusted) (1.1200)
- fixed: sometimes fire ranges are resetted when reloading a battle (1.1201)
- fixed: reloading on day #2+ may lead to different fatigue and cohesion values (1.1201)
- units that are engaged in close combat are not causing a flanking status on enemy units anymore (1.1201)
- shortcuts are now deactivated during end of day cycle to not accidentally stop speed acceleration (1.1201)
- AI will now try to advance if no initial objective was occupied, even if strength is insufficient (1.1201)
- fixed: multiple short slowdowns (~600ms) if AI performs assault moves (1.1201)

Other:
- Soundtrack Vol.2 music: 20 new tracks of music, now total of 41 (1.1216)
- scaling fixes for certain UI elements on high resolutions (1.1216)
- fixed: when creating an avatar the switch between political and volunteer officer is not possible (1.1201)
- certain config files can now be added to campaign scenario folders to overwrite the standard prefs: unitprefs.txt, commanders.txt

Asid:
Whiskey & Lemons Release Info
Fri, 25 August 2023



Whiskey & Lemons DLC Out Now!

Gen’l,

Whiskey & Lemons DLC has just been released on Steam, with Epic Games and GOG following very shortly! If you buy it just after release, you will get a 10% discount.
WHISKEY & LEMONS STEAM STORE PAGE: https://store.steampowered.com/app/2138830/Grand_Tactician_The_Civil_War__Whiskey__Lemons/

At the same time, we've released the game's Soundtrack Volume 2, with 20 more old time tunes recorded live by Wasel and the Weasels:
SOUNDTRACK VOL.2 STEAM STORE PAGE: https://store.steampowered.com/app/2504240/Grand_Tactician__The_Civil_War_18611865_Soundtrack_Vol2/


We have also released a new patch 1.1223 to the main game:

SEE THE FULL PATCH NOTES below

Asid:
Latest Patch 1.1224
August 25, 2023


Latest patch 1.1224, uploaded August 25, 2023:

As always:
- Thanks for the development patch community for testing and supporting!
- Save games of prior versions should be compatible

Patch 1.12 adds 20 additional music tracks for free (please support our artists by buying Soundtrack DLC Vol 2.0).


Detailed Patch Notes:

Campaigns:

    stock of machine guns now linked to projects
    AI does not use high quality commanders for artillery units
    fixed: sometimes battle results are switched when returning to campaign
    AI readiness is now checked for each step in offensives, not only at start
    fixed: Union occupied forts on CSA terrain are shown red (CSA) at scenario start although having a Union garrison
    rebalancing of order delays over long distances
    fixed: dummy navy commanders have no rank and cannot be promoted
    rebalancing of weapon weighting in AI offensive decisions, in the past artillery heavy player units often prevented AI offensives
    probably fixed: replacing wia/kia commanders of fort batteries sometimes removes non-dummy commanders from roster
    lowered national morale effects from naval engagements
    if all units in OOB are filtered out the screen does not show the last unit anymore to prevent unwanted UI behavior
    now showing approximate arrival of reinforcing groups in auto-resolve panel
    AI commander replacements now take into account all attributes instead of only experience
    “orders available” and “orders placed” weapon filter settings cannot be activated both
    fixed: victory balance calculation of sieges takes into account not yet arrived units
    removed: old siege panel still visible if a unit was selected and started a siege
    AI: no construction of pow camps pre war and lower probability while pow camps are already under construction
    Officer’s list is updated if a commander is promoted, officer will be rearranged in correct rank in list
    fixed: upgrade info for markets shows wrong efficiency pickup
    fixed: federal building levels in production panel are not updated correctly, added further federal building infos
    fixed: reloading resets the recruitment queue for a state
    fixed: using auto-placement for a certain building sometimes leads to placing it twice
    railroad movement now restricted to occupied and owned terrain + colored
    fixed: some railroad tracks were not visible when selected for construction
    slave ratio now depending on support for CSA side
    forts taken via amphibious assault are now also counted for achieving campaign objective “capture 10 forts”
    fixed: too passive AI in late game
    fixed: sometimes fort bombardments loop when fleet moves out of range


Battles:

    measures against AI blobbing
    fixed: sometimes waypoint marks are removed while orders are given if enemy is close
    fixed: end of day supply situation sometimes leads to huge morale drop
    fixed a few issues related to commander rallying
    Performance Improvements
    improved attacker/defender detection for campaign battles & fixed an issue where entrenchment levels did not reset when moving
    fixed: removed entrenchments are shown red when reloading
    added separate fire arc colors for 3D map & papermap (for mods: unitprefs need to be adjusted)
    fixed: sometimes fire ranges are resetted when reloading a battle
    fixed: reloading on day #2+ may lead to different fatigue and cohesion values
    units that are engaged in close combat are not causing a flanking status on enemy units anymore
    shortcuts are now deactivated during end of day cycle to not accidentally stop speed acceleration
    AI will now try to advance if no initial objective was occupied, even if strength is insufficient
    fixed: multiple short slowdowns (~600ms) if AI performs assault moves
    removed cohesion and cut off morale malus if morale is too low to prevent routs just of these factors
    added AI micro movements also for groups that don’t follow objective chains to prevent unreactive AI units


Other:

    fixed: when creating an avatar the switch between political and volunteer officer is not possible
    certain config files can now be added to campaign scenario folders to overwrite the standard prefs: unitprefs.txt, commanders.txt
    fixed wrong nations.dat export file in modding excel
    scaling fixes for certain UI elements on high resolutions

Asid:
Patch 1.13 Released!
Sun, 17 December 2023




Gen’l,

Patch 1.13 is a major update to Grand Tactician (base game) and Whiskey & Lemons DLC. It contains many fixes and rebalancing to the game, and a new Camp-feature for the career mode.

Main changes in the main game include changes in campaign AI, rebalanced construction costs (forts, depots), updates to supply calculations during battles (end of day), along with fixes to bugs reported by the community. The patch was released in beta some time ago and with the help of the community we have improved it further - Thank You for Your help!

The two main updates in Whiskey & Lemons career mode are:

1.    Camp: as the commander you can choose how to spend your time when encamped. You can focus on a number of activities, from supervising and taking part in drilling your troops to advancing your own personal agenda. Your companions will provide a helping hand as well. This feature is described in more detail in the updated W&L Manual.

2.    Offer of Command: Earlier you could advance to higher command positions only by using your perstige. Now, if you are eligible and a position where your skills could be used becomes available, you are sometimes offered the new command free of prestige cost. You may then accept or decline the position.

Cheers, and Happy Holidays!




PATCH NOTES

Latest patch 1.1309, uploaded December 17, 2023:

As always:
- Thanks for the development patch community for testing and supporting!
- Save games of prior versions should be compatible

Detailed Patch Notes:

Campaigns:

    fix: Union AI not attacking Richmond
    Rebalanced: Construction costs of forts, depots, telegraph stations
    fix: when returning from manually played siege the casualties (wounded etc) are reseted to the numbers before the siege
    fix: long drawing (smoothing) times of supply paths in certain situations
    fix: removing artillery units from a group still creates (low) demand for artillery ammo and results in low average (near zero) supply ratios
    changed: now no effect of group supply situation for units in replenishment
    fix: no replenishment happening if draft and volunteers are selected
    removed: after starting a manual battle from a siege readiness is always set to zero
    fix: certain river fleet actions block complete navy AI movements
    fix: when initiating a second battle (or battle from a siege) the wounded numbers before the battle are lost when returning from battle back to campaign
    fix: newly appointed commanders when creating new units or replacing other officers are not shown in brackets (preliminary promotion) anymore


Battles:

    units that have lain down are not blocking fire range
    fix: ambient sounds (rain, thunder, wind) not always adjusted by sound volume prefs
    fix: sometimes artillery targeting produces a short stuttering
    fix: initial supply levels; rebalancing of ammo resupply EOD


Other:

    fix: checkboxes sometimes don’t show marks if active and vice-versa
    fix: tooltips often disappear if mouse moves from one button to another


DLC Whiskey & Lemons:

    adding new "camp life" feature
    adding "Offer Command" feature
    offensive, defensive orders now disappearing if order zone is entered [campaign]
    building construction orders are cleared after successful creation
    changed AI auto deployment to exclude units if army group commander
    fix: player may use control over certain units when loading into manually played battles
    fix: EOD redeployment (not initial) sometimes causes player controlled units to be redeployed
    fixed: random questionnaire skips last answer
    added loading/saving of already filled questionnaires
    added limitation for number of action research (20+ caused issues)
    fixed: needed pre-actions for action research not working
    fix: top units (eg. corps) issuing orders (eg. construct fort) in campaign to subordinate units (eg. divisions) are executing this order too
    increased perk experience gain through casualties for East 61 scenario

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