Patch 1.07 - Weapons, Projects & AIMon, 18 July 2022
The main changes include new weapons, projects, AI updates, an updated manual and a modding tool. Gen'l,
Patch 1.07 is out! The main changes include new weapons, projects, AI updates, an updated manual and a modding tool:• Gatling and Coffee Mill (or Agar) guns for the Union, and 1-pdr Williams gun for the CSA, are rapid-firing short-range weapons with also a considerable impact on morale on the receiving end.
• Machineguns (Union) and Confederate Guns (CSA) projects allow production of these weapons and the 12-pdr Iron Napoleon.
• Four new military reform projects for both sides, that simulate the gradual development of tactics during the early war: Artillery Reform, Cavalry Reform I-II, Supply Reform.
• The released modding tool (Excel) is found in the game's install folder, under \ModdingTool\, and allows players to modify and export many of the game's data files, and even create their own custom scenarios.
The game’s manual has also been updated to include instructions for all the new or changed features.
Note: the download size is quite huge as we have switched to a newer Unity version and therefore need to update many packages.
Please note, that old saves will work with this patch, but due to the new projects, you will experience some changes. Starting a new campaign after installing this patch is recommended.
Patch 1.07Campaigns:• (sea/river) filter for ship construction list now including mixed movement instead of filtering it out
• fixed: unit strength may rise above regular strength near hospitals
• fixed: autoresolve battles sometimes take too long, although the victory conditions are met
• fixed: autoresolve panel shows negative casualties if number of recovered soldiers is bigger than new casualties
• fixed: rating is floored by project and policy effects though debt load is huge
• added workaround: newly created units without attached brigades sometimes are jumping outside the map and causing exceptions
• rebalanced: lower regain of readiness, lower aggressiveness for defensive movements
• trade projects now also influence pricing of imports, not only traffic
• supply depots close to frontline now do not change ownership if nearby units are still engaged
• AI defensive movements now try to cut off supply more often
• fixed: transfering all units out of a group does not remove this empty group after closing military management
• fixed: enemy hospitals may overlap own medical treatment area resulting in no medical treatment
• reduced influence of state-occupation (by enemy troops) malus on state support
• fixed: autoresolved battles sometimes produce small negative numbers of casualties or captured guns
• added projects: supply reform, cavalry reform I+II, artillery reform
• organization reform leads to lower supply consumption
• fixed: subsidize banks project cannot be appointed although policies were researched
• added a workaround to prevent auto-placement of friendly buildings near occupied IIPs though automanage is set to off
• influence of state support on fighting spirit is reduced and lower for volunteers
• changed logic of ship filters: if sea AND river going are checked the list now contains all types of ships instead of just <sea and river> going
• fixed: units in company, battalion and regiment size now show correct symbol marker, appoint correct commanders
• fixed: horse artillery restricted weapons now only applicable for horse artillery units
• rebalanced AI ship creation based on fleet expenses to prevent fleet-driven defaults
• group speed now takes subordinate unit types into account
• fort garrison unit management can now be directly accessed via bottom panel if fort is selected
• depending on battle outcome some wounded become pow after battles
• readiness recoveries now faster in friendly states
• lower ranks required for group units before organization reform
• fixed: AI constructs supply depots too often and forts too rarely
• fixed: additional construction costs for federal budget although subsidy funding is available
• fixed: wrong influences on state support from overcrowded prison camps
• goods flow lines (if active) stay on screen if scrolling out to paper map
• changed: pre-war and organization reform unit sizes not applied to European forces
• companies that produce multiple goods gain better production efficiency
• AI now combines weak brigades
• now using average readiness to evaluate if siege combat assaults are possible (before: readiness of first unit)
• fixed: construction button needs to be pressed twice before being able to place first building
• fixed: stuck fleet stance and fleet order buttons
• size of AI weapon orders increased to allow faster upgrades
• added info about accomplishment of weapon orders and ship construction
• fixed: exception if units with enough perk experience but no chosen perk enter a siege
• fixed: wrong info about prisoners in dispatch after battles
• fixed: fort sieges may end with withdrawals
• fixed: one-time project effects are not applied and checked for requirements at start of latter scenarios
• fixed: autoresolve battles sometimes take into account all subordinate troops of army HQs, no matter if directly attached or not
Battles:• AI groups that were stopped by advance guards now do not chase and run into player’s lines anymore but wait and reform
• AI: artillery stops farther behind the line when touching enemy
• measures against stuck mounting cavalry
• artillery units moved to center of single line formations, cavalry to flanks
• added: AI assault move on isolated groups
• AI uses doublequick order to deploy faster when establishing contact to enemy
• fixed: invisible objective in Manassas map leads to stuck AI movements
• rebalancing of melee
• rebalanced: units don’t suffer severe fatigue when moving along fences
• AI macro strategy now better takes into account arrival times of reinforcements
• fixed: whole groups sometimes shift to a slightly shifted position if the group commander moves along rivers
• cavalry and artillery may cross fences in or close before combat situations
• units that have left the field don’t influence the casualty ratio anymore, preventing sudden jumps in victory bar
• measures to keep AI groups better together while moving long distances
• AI constructs pontoons during deployment phases to better able to cross rivers
• AI tries to place defensive lines in front of objectives, if possible
• fixed: units behind cover do not increase fire range if under fire from front
• added workaround to prevent stuck melees when engaging routed units
• if AI is not strong enough to capture (player taken) objectives it withdraws
• added tooltip info about the reason why detachments are not possible
• increased visibility of cavalry scouts, not dismounting possible if scouts detached
• fixed: if one side has surpassed the loss ratio trigger for major victories/defeats the victory bar needle is shown in center
• triggering the maximum loss ratio may not result in immediate loss of the battle which caused sudden jumps in victory conditions if both loss ratios were high and equal
• fixed: HQs in brigade, regimental and battalion battles use wrong nato hierarchy symbol
• victory point images on map are now increased in size if zoomed out
• assigning targets (RMB) now also possible while unit is moving
• fixed: units that stop in march columns and have no waypoint assign may not reform to line if enemy close
• increased AI aggressiveness to carry out “march to the sound of the guns” order if friendly groups are engaged
Other:• adding info while autosaving
• added Excel modding tool in game subfolder “ModdingTool” to create/modify unit, buildings, resource, commander, weapon setups etc.
• increased resolution of (+added 2 new) loading screen images
Cheers,
The Grand Tactician Team