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Grand Tactician: The Civil War (1861-1865)

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Asid:
Latest Patch 0.8412
January 17, 2021


Campaign:
•   fleets with raid orders now retreating properly if within combat range of enemy fleet
•   fixed: fleets with all ships disabled not retreating properly
•   fixed: AI does not pick further policies to research
•   only "dummy commanders" are now used for fort garrisons
•   dummy commanders that are assigned to fort garrison basic units (below division level) are now not shown in commander's list
•   fixed: garrison commanders of default garrisons get promoted to BG after reloading
•   fixed: garrison commanders lose all fame at scenario start
•   morale malus: men of defamed commanders are “unhappy”
•   improved waypoint-setting on 3D-map
•   fixed: info about unit consumption is now correctly shown, before: needed goods to fill up to 100%
•   AI guard capital feature: units are now not always using 1:1 the position of capital as guarding position, furthermore: using forced march
•   fixed: sudden morale drop of intervention forces
•   fixed: restart of intervention after forces had already pulled back
•   fixed: exceptions related to invasions of European intervention forces
•   fixed wrong values in columns of state recruiting list: men fielded, casualties
•   fixed: AI shall pick one policy to research only
•   adjustment AI guard capital feature: don’t use units for defense that are too far away
•   increased ship image in fleet panel
•   added enhanced battle panel
•   fixed: wrong change of towns when starting campaign/reloading
•   double click on commander image to move to commanding unit does now not rotate camera any more
•   units may now also retreat towards own forts and disintegrate if no suitable path of retreat was found
•   retreat destinations - when set - are now checked if enemy units are close
•   now also groups with defensive stance may join field battles
•   AI units that have low morale and/or are retreating are now removed from any offensive or defensive operation
•   no check for engagements if game is paused
•   no morale malus for European troops fighting on enemy soil
•   improved performance of rolling text elements
•   fixed: autoresolved battles remember prior number of wounded when showing casualties
•   fixed: rearguard action not ending although units have reached retreat destinations
•   fixed: too high skirmishing casualties during rearguard actions
•   fixed: occupied forts do not get default-garrison
•   retreat paths are now recalculated if opponent occupies retreat destination
•   fixed: state casualties not taken over from manually played battle
•   reworked retreat paths for fleets to prevent moving across land, added disintegration of fleets
•   fixed: rolling text sometimes stays on screen or is shown multiple times
•   fixed: movement of ships across land, especially when destination in a river is chosen
•   fixed: newspaper content for AI policies not shown correctly
•   retreating units now do not use trains
•   raids are now only effective within combat range, reduced commander range
•   fixed: unit info panel, next unit arrow jumps over last unit on same hierarchy level
•   slightly updated campaign map, note: although save games are basically compatible, there might be some issues with fort garrisons placed on the wrong position when reloading (!)
•   AI fleets now holding distance to blockaded harbors

Battles:
•   reworked objectives for historical battles
•   fixed exceptions related to very long paths
•   fixed: routed units that have left the field are reappearing in the corner of the map when reloading
•   units now only retreat through entry points if losses exceed a certain trigger, otherwise try to rally
•   fixed: wrong battle date and commander in chief shown in battle result screen when battle was reloaded
•   left guns are now correctly shown grey on papermap when reloading
•   rebalanced fatigue
•   couriers now use galopp
•   chasing enemy units after charge command now ends if both units are too far away
•   fixed: flanking fire malus received in wrong situations
•   fixed: units that are falling back receive outflanked malus
•   engaging dismounted cavalry now does not give malus “engaged by enemy cavalry”
•   fixed: some commanders are promoted a few days to early for historical battles
•   fixed: when changing group formations the heading of new formation is aligned along commander’s facing instead of old group facing
•   now taking into account detached unit strength for calculation whether to rout due to losses
•   fixed: running movement option is unlocked if stop or double quick is pressed
•   now allowing groups with defensive stance to have greater deployment radius in order to be able to occupy defensive objectives
•   added a workaround for stuck couriers, due to processing time
•   fixed: arrival of reinforcements during nighttime may lead to AI cross-linking groups
•   AI now redeploys overnight
•   units now move directly to final destination after engagement instead of returning to last waypoint
•   fixed: pontoons not visible/constructable in campaign games
•   fixed: pontoons constructable also by non-engineers
•   reworked calculation of construction time for constructions during deployment
•   fixed: moving of directly attached AI brigades and unit commanders to map edges, due to linking
•   performance improvements in sprite engine

Others:
•   added 36 new colored commander pictures
•   redesigned morale icons
•   slight improvement in sprite quality
•   fixed wrong scenarios loaded or exceptions when reloading campaign battle saves, autosave and return to campaign
•   fixed: sometimes savegame is shown wrongly as autosave or non-autosave in list
•   changed sorting of savegames: newest on top
•   added debug function (debug.txt) to enhance number of autosaves
•   general rebalancing

Please use the forum "Bug Reports" if any issues arise:
https://steamcommunity.com/app/654890/discussions/2/

Asid:
Latest Patch 0.8509
February 2, 2021:


Campaign:
•   fixed: telegraph connections in WV causing cross links and adding 1000 range circles
•   fixed: red-colored buildings stay on map when selecting different construction type while menu is still open
•   performance improvement
•   enemy unit spotting marks are now placed in direction from the spotting unit to the enemy unit, not in all directions
•   fixed: production panel shows wrong port names and levels
•   battles with European nations without player participation are now auto-resolved
•   fixed: bug in perk calculation that led to never ending sieges
•   combat range is now also blocked by mountain passes
•   enhanced unit disintegration dispatch
•   ships of disintegrated fleets are now scuttled
•   raiding units do not occupy enemy terrain and towns any more
•   added rolling text info about skirmishing casualties during raids
•   cracked troops are rallying slower now
•   commander attributes: appointed political officers to increase support in their home states
•   commander attributes: politicals to have double the chance of feuds, volunteers to have -50% chance of feuds
•   commander attributes: professionals to have -50% exp loss from promotions to higher command
•   fixed: sailing/steam ship filter showing opposite ship types
•   units are now not supplied if on forced march, furthermore condition of men, horses and guns is reduced
•   fixed: wrong national morale effect of autoresolved combats
•   fixed: revolving naval battles due to too short retreat ports
•   fixed: forced march button resetting during march and not highlighted when reopening panel
•   now terrain is used to evaluate what type of ship can be added to a fleet to prevent stuck fleet situations
•   added 1864 campaign scenario
•   rebalanced “defend capital” strength and distances - CSA should now hold fewer reserves if capital is not in danger
•   no AI + auto operations on financials while game is paused
•   fixed: casualties for autoresolved battles are added twice to stats, in realtime and at the end
•   if a corps of an army is envolved in a battle that happens while within radius of its army, further corps may reinforce if within army radius, even if not within radius of the corps triggering the battle
•   fixed: construction cost and reprovisioning of ships under construction are deducted again if game is reloaded
•   fixed: sales and purchases of buildings are influencing treasury balance directly
•   expanded terrain restrictions (rivers, mountains) to commander range, including effects on reinforcements and raiding
•   removed range radius of forts as the opponent units anyway have combat radius
•   fixed: available ship technologies not correct
•   ships from pool with wrong movement type may now not be dragged to fleets with opposite terrain type
•   forts now engage river/sea transports, reduced combat strength for embarked units (increased by perk river expedition)
•   pre-war armies now have symbol XXX instead of XXXX
•   changed visualization of telegraph connections if units are selected/button “telegraph connections” is active
•   fixed: friendly units keep connected to enemy telegraph lines if ownership changes
•   campaign units with low morale now withdraw instead of triggering battle
•   fixed: resetting to earlier saves after returning to campaign when saving in campaign battle
•   fixed: parent armies not shown as reinforcements in battles, although subordinate corps may attend battle
•   added minimum recruitment time per unit type

Battles:
•   performance improvement
•   AI extending of lines now moving slightly behind the main line to reduce exposure to enemy
•   AI cavalry in groups now used actively to fight and flanking maneuvers
•   refixed: stuttering fallbacks if AI decides to retreat, start of retreat timer if AI has fallen back - this to prevent battles lasting too long after AI decides to fall back
•   AI does not set new objectives any more if it has decided to retreat/fall back
•   fixed: slight and permanent falling back of limbered artillery units
•   added activate objectives and ownership function for historical battles
•   fixed: units are changing formation for a short time during movement if a new waypoint is set (order delay on)
•   fixed: parapets and breastworks showing wrong direction when loading
•   fixed: parapets and breastworks disappearing when saving a battle a second time
•   fixed: not able to construct parapets/barricades on Chancellorsville & Murfreesboro map
•   fixed: cancelling orders of higher hierarchies stops prior paths of subordinated units
•   added workaround for transferred paths from campaign to battle layer
•   brigades now do not perform rotation if close to enemy to deploy faster
•   fixed: commander’s falling back in movement due to terrain slopes
•   victory balance now calculated per single unit, not per group - this to prevent too high influences of groups with few units only
•   AI now only deploys skirmishers for units in first row when double line is chosen [still WIP]
•   fixed: same siege combat intensity for assault mode, rebalanced fighting intensity in general [still WIP]

Others:
•   added 166 new colored commander pictures
•   fixed: saving a loaded campaign battle again does not save the campaign data
•   connection lines now thinner
•   tooltips with long content now fit to screen y size
•   fixed: startup default setting too low on wide-screen resolutions

Note: due to changes int the campaign map old saves - although compatible - may lead to disappearing fort garrisons.

Please use the forum "Bug Reports" if any issues arise:
https://steamcommunity.com/app/654890/discussions/2/

Asid:
Early Access Situation Report #3
Sun, 28 February 2021



The latest patches brought performance increases, auto-recruitment options, a complete policy overhaul and much more.
Gen’l,

February -21 brings more player requested features, as the recruitment system is upgraded with an option for faster creation of units, and policies are overhauled. Since January, the 1864 campaign was added along with performance improvements and a lot of other changes, big and small. Let’s take a look at the most important ones!



Quality of Life — Recruitment

Many in the community have requested speeding up the flow of recruitment. Especially when starting a new campaign, it takes time to get the recruitment going, getting weapons upgraded, and so on. To make life easier, we have added a speed recruitment option in the army management panel.

The functionality is quite simple. First you select the Headquarters you wish to add the new units to. Then in the quick recruitment options select the number of units per type to be recruited. You can also change the initial strength of the units, from 50% to 75% to full 100%. The smaller units will start growing in strength later with additional reinforcements. Once happy, click to recruit, and the units appear under the selected HQ. The recruitment state is chosen with fastest arrival time (recruitment delay & movement to join the army) in mind.

You can also upgrade weapons for the best types available by simply clicking on the Headquarters in question, and then upgrade.

Other recruitment related improvements are the availability of volunteers via militia, and other, acts. Also the recruitment delays are slightly increased. These combined mean that it will be slower to recruit large armies early on in the campaign.



Policies Overhauled.

Another requested feature has been the policies and how they work. We also thought that the policies are not well balanced enough, and that it was too easy to activate the maximum amount, as research took quite little time. Instead of minor changes here & there, the whole system, along with policy effects, was revised. This is part of the campaign balancing, which has been ongoing, and will continue till the game is released in full.

First change is in the pre-war policies, which are chosen when the campaign is started. These policies included many weak ones and a few overpowered ones, making the choice — for those who wish to change them from the historical ones — rather simple. Now the policy effects are more balanced, so the choice should be more interesting. As an example, some of the pre-war policies are required during the campaign to proceed past certain policies: pre-war industrialization is required for industrialization III-IV policies, and so on.

Also the policies <-> subsidies link is changed. Previously they made too little difference, as without any policies you could invest up to a million to each subsidy, and policies would eventually increase this by 50% at most. In the revised system, without a policy there are no subsidies available at all, and the subsequent policy levels increase the investment cap with increasing steps. The level IV policies for industrialization, agriculture and military will also include a bonus to nation’s morale, support or military experience.

With the changes in place, the policies and acts will become more powerful and interesting to use. The previous updates, which made the research speed depend on national support, and multiple simultaneously researched policies slower, adds to this. Now the player needs to think a few steps ahead.



1864 Campaign.

The late war campaign, that was added in January, kicks off right before the Overland Campaign and Atlanta Campaigns commenced. Lt.Gen. Grant, now in command of the Union armies, has the task to end the war, preferably before the presidential elections of 1864 in November. Previous summer Lee was defeated at Gettysburg and Grant captured Vicksburg. But this does not mean the Confederacy is beaten. Already the Red River Campaign by Banks has failed to capture Shreveport.

The main forces in this campaign are those of Grant, Lee, Sherman, Johnston, Banks, Kirby Smith and Butler. And the fighting ahead would be the bloodiest during the war.

With the new campaign, we have also updated the campaign map and the number of commanders available within the game files has been bolstered to more than 1700!



Other Changes.

Common:

Performance increase, with +10 FPS on average,
First steps with scalable UI,
Some UI improvements with very high resolution screens,
Fog of War calculation changed to instant when loading a campaign/battle,
Fix for the blurry screen after a fresh install, when using high refresh rates.

Battles:

Battle type improvement, with defensive/offensive operations changing the initial deployment,
Rebalanced skirmishers’ effectiveness in general,
AI use of cavalry improved,
Rebalanced unit routing and army retreats, that should lead into less casualties per battle, especially early in the campaign when units are green.

Campaigns:

Terrain now blocking combat and command radii of armies, mountain ranges now block arrival or reinforcements,
Rebalanced autoresolved battles, sieges,
Added rolling text information on the map informing about casualties from skirmishing, rear guard action, movement speed changes,
Changed raiding functionality so, that raiding armies no longer capture terrain, infrastructure is burned only within the combat radius of the unit, and raiding armies will skirmish with all enemies within their combat radii,
Improved AI defensive operations near capital city,
Before Military II -policy only early armies can be formed, and after the policy grand armies with multiple corps can be formed, grand armies made more flexible with rebalancing of command radii of armies,
Rebalanced intelligence gathering by armies, making scouting and use of cavalry much more effective in spotting enemy movement,
Added a large number of Grand Herald news from the Civil War, and around the world, for further immersion.

…and many more improvements and bug fixes, that can be found in the patch release notes.

The Next Steps.

The work continues to get the game ready. With recent feature updates, focus is back in fixing bugs reported by the community. In the background we are writing a proper game manual, creating more battle maps, preparing new tutorial videos and improving the game play experience with fixes to most requested topics, such as campaign & battle retreat routes, and melees & surrendering in battles.

Most Respy,

Gen’l. Ilja Varha,
Chief Designer.

Asid:
Patch 0.8719
Tue, 30 March 2021


Note: due to massive changes in the file and folder structure we recommend to do a file integrity check after installation of this patch.

Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
•   AI construction of banks removed
•   fixed: backwash of disintegrated fleets stay on map and appear pink
•   fixed: low/none casualties in garrison battles with only one artillery battery as defender
•   fixed: fleets are sending attached ships permanently to harbor when located close to a harbor
•   group movement speed now takes into account the speed of attached units
•   recovering morale on enemy soil now slower, casualties on enemy soil result in higher loss of state support
•   rebalanced CSA recruiting
•   added additional cities to map
•   fixed: UI leak sometimes led to policies being activated accidentally
•   fixed: influence of politically assigned commander on state support always zero
•   overhauled unit retreats
•   fixed: fort related issues (transfer, construction progress, UI area)
•   fixed: transferring units resets contract dates
•   allowing small AI recruitment pre-war even if no opponents are close
•   fixed: defensive stance sometimes not recognized when deployment area is calculated in defensive battles
•   changed production focus of companies to get less volatile production figures
•   fixed: regulars act creates troops with strange strength and state origin
•   fixed too high consumption of artillery from reinforcements
•   fixed issue leading to too many sunken ships in naval battles
•   fixed: naval battles not ending although one side has zero participating ships
•   added random battlemaps
•   fixed: placing telegraph lines leads to permanent exceptions
•   fixed: damaged IIP’s delivering full supply
•   added connection lines from selected unit to connected supply depots
•   supply line animation changed for units: now only show connection to supply depot and closest local IIP
•   added emergency AI policies if recruitment or financials are critical
•   occupying towns now takes time, depending on strength of the occupation force
•   fixed: newspaper messages popping up after reloading stating Lincoln has lost 1864 elections
•   enhanced tooltip for goods production lines when opening company panel on map
•   retreating units now search for friendly towns, forts, iip’s or units near the final retrat destinations
•   units need to have at least one active brigade attached in order to impact frontlines
•   added available supply map filter
•   increased available workforce for companies
•   fixed issue that caused low supply for especially units in the West, related to wrong price calculation of available local IIP’s
•   fixed: supply shown at 100%, although no supply depot or IIP is connected
•   replaced wording “of the WAR of >THE< Independence”
•   convenience topics (removing some UI glitches)
•   added enhanced tooltip for “fielded men” in top panel
•   added probability for casualties in higher commander ranks for autoresolved battles
•   added officer loss report after battles, starting from division commanders upwards
•   now preventing replacements of wounded/killed commanders when autoresolve battle is still under way
•   fixed exceptions related to West Virginia objective in 1864 campaign
•   fixed: effect on treasury through “bank act”, “print notes” policies too low
•   AI offensives are only continued if supply state is sufficient
•   out of provisions and forage now impacts condition of men and horses
•   fixed: AI raising armies in enemy states, esp. pre-war
•   now removing top tier policies when policy subsidies are lowered
•   rebalanced disintegration logic
•   added “soft” disintegration by maintaining armies with heavy losses if friendly towns are in retreat range
•   fixed: state support may run above 100 after assigning political commanders
•   fixed: non-spawned armies may occupy towns in pre-war scenario
•   engagement checks are performed more often now to prevent overshooting of two armies at highest game speed (still needs some rebalancing)
•   fixed saving error related to unit history data
•   changed calculation base for sick soldiers and the related mortality and recovery rate, this led to low number of sick soldiers in smaller units before
•   fixed: fort bombardments with fort condition down to zero resulting in performance drops
•   added: AI construction of supply depots
•   added information about morale recovery in morale tooltip
•   low supply ratios are now also leading to slower reinforcements
•   fixed: building and iip occupation changes slightly after game start and condition suffers
•   fixed: both units may retreat due to low morale in autoresolved battles
•   fixed: IIP’s damaged when secession happens
•   improved: AI offensives on campaign map (still work in progress)
•   increased necessary morale for units to participate in battles
•   supply depots do not fill up “digital” now depending on available products but slower if goods are short
•   fixed: supply consumption in armies not scaled up to a week
•   rebalanced supply depots capacity

Battles:
•   fixed: loading error when units were inside buildings, resulting in wrong battle and unit data
•   overhauled unit retreats
•   overhauled melee logics: units break sooner, fall back and recover faster
•   fixed: AI still reacts offensively in defensive battles
•   fixed: assigned battle flag lost when returning to campaign
•   improved exactness of deployment zones
•   fixed: AI does not carry out movements in historical battles if strategy is “defense”, eg Union at Gettysburg
•   reworked AI objective settings for defensive battles
•   fixed wrong objective point calculation to determine offensive/defensive battles
•   added arrows to switch between armies in OOB
•   increased sensitivity for units surrendering, maybe needs further rebalancing
•   fixed: timed movement counter not updating
•   AI now uses detachments to grab guns more carefully
•   added slower morale improvement above the morale value at the start of the battle to - take into account low morale situations in campaign
•   fixed: active objectives were arranged between defender and attacker, now correctly arranged around the defender
•   fixed: AI is performing first assault move, although defending
•   fixed: initial unit setups: group formation shows march columns while deployed in single lines
•   refixed: fatigue does not recover EOD
•   fixed: high collected objective points were leading to sudden victories/defeats
•   fixed: units that had routed and reached retreat destination further added to negative morale of nearby troops

Others:
•   UI layout improvements
•   added further game options: UI scaling, zoom speed, lock campaign map rotation
•   fixed resetting of UI scaling when opening options menu again

Asid:
Patch 0.8819, uploaded April 27, 2021
Tue, 27 April 2021

Patch 0.8819, uploaded April 27, 2021.
Hotfix 0.8820, uploaded April 28, 2021.
Hotfix 0.8821, uploaded April 29, 2021.

Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
•   no rail movement on enemy territory
•   added hint about low morale groups (reinforcements) in battle panel
•   fixed: recruiting panel: sorting states by volunteers and drafts not working
•   units with low strength are now disbanded after a battle
•   added blinking symbol to inform player about available but not used research slots
•   fixed: influence on state support coming from appointment of political commanders is counted every reload
•   AI now takes state support into account when recruiting
•   restricted “state to raise” for USCT/CSCT to main states
•   units now may not move pre-war, garrisons may not be reinforced or transfered pre-war
•   no trade of military goods between Union and CSA, also pre-war
•   units get new name if commander is changed (CSA)
•   added text search function for filters in military panel, eg. for commander names
•   fixed: too slow construction progress for small buildings, eg. telegraph stations
•   fixed: tooltips for colors, unread dispatches
•   fixed: regulars are also resetted when researching conscription act, newly raised units now get longer contracts
•   removed military installations from economic report “company foundations”
•   added additional battlefields
•   fixed: AI has more than 3 grand strategies activated when reloading
•   fixed: loading info shows old policy descriptions
•   fixed: units or garrisons across rivers do not block town occupation anymore
•   horse artillery is now smaller
•   fixed: rearguard actions not happening while a (multi-day) manual played battle is still raging after returning to campaign
•   renewed readiness logics: now only units with high readiness may enter enemy territory, readiness is recovering and consumed depending on factors like commander attributes, weather etc.
•   refixed: enemy fleets blocking town occupation
•   fixed: lower pre-war unit sizes lead to negative sick numbers and unusual high brigade strength
•   fixed: reloading resets number of sick soldiers
•   AI now assaults in sieges if strength is appropriate
•   fixed fleet renaming input caret
•   fixed: when switching from fleet to army panel the old commander stays selected
•   when replacing a commander the filter are now automatically adjusted to army/navy
•   sea, river, rail movement buttons deactivated by default
•   fixed: message for bond issuances also launched when enemy faction issues bonds
•   fixed: wrong weapon type for 2 brigades in 1864 scenario
•   fixed: unit icons may be displaced at the end of moving
•   commander attributes are now correctly shown in commander management, taking into account lack of experience
•   fixed: switching from a full readiness unit to low readiness unit while construction menu is open allows construction for low readiness unit too (Hotfix 0.8820)
•   fixed: fleets recover readiness too slowly (Hotfix 0.8821)

Battles:
•   fixed: AI movement is sometimes stuck on an objective although already taken
•   groups with low reinforcement times now appear immediately/faster on the battlefield
•   reworked AI deployment and AI entrenchments, note: overlapping deployment zones still in work
•   all subordinates of groups that arrive during night are placed immediately on the battlefield
•   potentially fixed: deleting sprites in battles may sometimes lead to exceptions and lags
•   fixed: Church0_0 disappearing when coming close with camera
•   adding higher speed for horse artillery
•   fixed: parapets receive wrong level when reloaded
•   construction in game phase of parapets that were planned in deployment phase not possible any more
•   added option to clear message log for battles
•   fixed: changing group formation does not change formations of single brigades if order delay is on
•   fixed: campaign influences (state support, national morale) are taken from campaign scenario start, not the latest values
•   units may surrender now if routed and national morale & average army morale is low
•   fixed wrong activated objectives in historical battles
•   neutral objectives are removed in campaign battles to prevent sudden switches of defensive to offensive battles
•   trenches and barricades are now hidden in FOW
•   routed units EOD are withdrawing from battlefield at night
•   reinforcements now entering in double line formation
•   fixed: redeployment close to borders may shift units out of the map
•   fixed: clouds not visible
•   refixed: FOW visible for a second at game start
•   added historical battles: Appomattox, Glorieta Pass
•   units falling back now do not stop to engage enemies until their fallback destination is reached
•   fixed: reloading campaign battles reduces commander attributes (Hotfix 0.8820)

Others:
•   fixed: date inaccuracy leads to delayed changing of flags
•   debug logs can now be deactivated in build
•   added buttons to dispatches: “Mark all as read”, “Delete all read dispatches”
•   fixed: first dispatch symbol remains on screen although deleted
•   fixed: message log button remains active if LMB on empty dispatch paper
•   added larger cursor for high resolutions
•   added GT mouse cursor for main menu
•   added additional commander pictures

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