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Grand Tactician: The Civil War (1861-1865)
Asid:
Patch 1.0210
November 7, 2021
Thanks again to all development patch testers!
Please report bugs and/or ideas in the following forum:
https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
AI now defends more carefully and watches out better for nearby enemies
fixed: units joining an autoresolved battle are not stopping but continue movement
fixed: potentially wrong faction in naval battles when reloading while a battle rages
added enhanced info panel for autoresolved battles (land battles, siege combat, fort bombardment, naval engagements)
fixed: Diplomacy I selected in summer 61 scenario leading to wrongly assigned weapon types
fixed: loading of saved tutorials fails if FOW options were changed
playing manual battles in campaign tutorial is now not possible anymore
fixed: LTGen act does not promote commander in chief to LTGen
assumed fixed: playing background music twice while inspecting campaign after a won campaign
fixed: multiple garrisons may take part in siege combat
added drop down list below the alarm icons on top to directly access the autoresolve-panel
fixed: wrong correlation between availability of weapons on the markets and equippable units
removed: high combat intensity in sieges if besieging unit has offensive stance activated
fixed: regualars act may add a Minnesota brigade to CSA armies
newspaper messages can now be deactivated in options menu
added to options menu: keep game paused after closing panels
fixed: sea raiders perk not blocking trade nodes
added: damages of forts through siege combat
logics changed: increase of stock of supply depots now lead to immediate expenses, shown as separate position in finances tab
supply depots are now fully filled at scenario start to prevent huge spikes in expenses at start
fixed: provision and coal stock for fleets too high
arms agents/security measures: number of weapons in stock is increased/reduced (before: only markets were affected)
fixed: ship names for newly constructed ships are resetted when reloading
fixed: capturing ships not working
fixed: naval battles may triggered several times as AI cannot retreat out of the enemy fleet range
fixed: when removing a ship name completely a new one cannot be entered
commander exp now increased in naval combats and fort bombardments
Battles:
AI bonus now also applies to loss resilience
AI now acts slightly faster and tries to avoid direct assaults on entrenchments
added quickinfo about locked map functions when HQ papers are opened
fixed: disappearing morale icon tooltips
fixed: retreat time too short for AI although units fully engaged
player can now use the arrow keys to browse through the army hierarchies
AI is now forming up in double lines to deploy quicker
AI acts more aggressive in battles
AI reduces maneuvers in front of the enemy
improved behavior for group commanders whose subordinates are all routed
fixed: move at signal, on time sometimes carried out immediately
Others:
updated: manual is now searchable
Asid:
3D troops to replace sprites
04 Dec 2021
neilnilly:
I like this game, biondo have seen you name on the credits, nice work!!!
Asid:
Patch 1.04: A Wagonload of AI
Fri, January 21, 2022
The new Grand Tactician update focuses heavily on improving the game's AI opponent, both in campaign and battle layers.
The campaign AI now recruits more intelligently, and transfers units to threatened theaters actively. It is more active in construction and management of its fleets, and will also consider naval invasions against poorly protected shores. Capital city defense behavior, defensive operations, weapons production and distribution among the troops, replacing commanders with better ones, and organizing early armies into grand armies with corps organization are also among the upgrades.
The battle AI handles its troops better. In attack, it will bombard enemy positions with its artillery while waiting for more troops to arrive, before moving in to close combat, if required. It is more active in defensive battles to counter player's flanking and encirclement movements with timely withdrawals, while also considering keeping a reserve to counter player's maneuvers. All in all, there will be less confusion in the AI's ranks during battles.
Along comes also a long list of bug fixes, balancing, UI and other improvements, including orderly withdrawal from campaign battles if the losing army is not broken.
While continuing to improve the game with the usual bug fixes and other minor improvements, the next patch 1.05 will have its focus in campaign economy, and player's controls in influencing it.
Most Respy,
The Grand Tactician Team
Latest Patch 1.0421
Campaigns:
added AI seas invasions
AI now better uses gaps in the frontline and coordinates attacks better
AI actively replaces bad commanders
AI fleets try to avoid enemy forts when executing blockade orders
added campaign theaters that lets AI focus on certain regions and not moving across the map
AI recruits armies with more corps the more the war progresses
AI converts early war armies into late war armies with corps structure
fixed: commanders may be promoted above maximum rank causing issues
fixed: commander history shows wrong battle name
fixed issues with AI recruiting and rebalanced recruiting
AI now transfers units to locations threatened by enemy
fixed: CSA Free Trade act lowers Union tariffs if Tariff Act is also active
weapon strength and national morale are taken into account for evaluating AI offensive actions
fixed: AI bonus not 100% applied on higher difficulties in campaign
if troop transports are engaged by fleets the troop transporter is now slowed down in movement tremendously (not if unit is retreating)
fixed: garrisons are retreating with other corps if joining battles
changed chart logic: all negative values now show downward graphs
AI recruits preferably volunteers, does not recruit more drafts as possible
rebalanced ammo consumption and casualties for interception of troop transports
fixed: updating available weapons immediately if combining brigades
AI now gets also access to commanders that had a low rank at start of the campaign and actively uses promotions
rebalanced AI ship recruiting and allocation
changed auto naming logic of newly created fleets
fixed: reloading duplicates captured soldiers to missing in stats
supply consumption lowered when troops are transported
fixed: not spawned fleets can be selected in spring 61 scenario if using left/right arrow
fixed: sometimes ships in harbor are not marked red for transfer although not fitting to the currently selected fleet
fixed: ship image is shown when switching from army -> navy -> officers -> army in military management panel
fixed: transport capacity usage sometimes takes subordinate but separated corps into account
fixed: transferring units that had already been transferred before may lead to immediate arrivals
fixed: navy raids may end up stuck if both fleets run low on ammo
fixed: low readiness during navy raids may reset fleet orders with implications on strength relation of the battle
fixed: AI may not recruit groups in areas where no recruits are available
fixed: fleets cannot retreat if enemy fleets are on raiding points
fixed: fleet orders of high readiness fleets not selectable if a fleet with low readiness was chosen before
improved pathfinding along rails and rivers
filter searchfield is now cleared after assigning commanders and filter settings are now saved permanently instead of just when leaving the management panel (except when replacing officers)
fixed: sometimes units cannot cross bridges in campaign
supply depots now store lower numbers of less relevant goods
reduced spamming of AI supply depots
increase focus of AI on capital regarding recruitment and unit transfers
AI tries to construct more forts around the capital
fixed: multiple commander assignments when replacing wounded or killed officers
changed AI army composition factors
pre-set filters when replacing commanders are now not overwriting the manual setting
fixed wrong arrival times when re-transfering units
Battles:
fixed: groups in certain AI groups leave field as no subordinate brigade arrives
fixed: dead models visible on paper map
artillery now interrupts movement before running into enemy lines and slows movement if moving in front of the column
AI tries to form up in larger force before starting attacks
improved direction finding when units with defensive stance fall back
retreating out of the field without having the loss barrier triggered now results in a withdrawal on campaign map instead of a retreat
AI now bombards positions before assaulting if artillery is in position
fixed: finished barricades shown low alpha after reloading
AI uses advance movements more often
commanders now better try to move away from enemy units
fixed: sometimes surrendered units reappear on the map edge after reloading
fixed: sometimes routed artillery units do not move or move late
AI now tries to reposition to back if it discovers encirclement
allowing overriding of “safety zone” movements of commanders by manual movements
probably fixed: units caught in animation cycles on papermap (eg. cavalry mounting) and gets stuck until zoomed in
fixed: AI acted to defensively if approaching with huge formations
allowing cover for skirmishing formations
fixed: units hanging slightly in the air in map “#210”
Other:
fixed: subordinate commanders not shown for historical battles in main menu if switching from campaign battle
desertions are now influenced by commander’s admin skills instead of leadership
fixed: loading saves from in-game does not apply the save-game realism settings
improved input for entering/modifying names & support of copy/paste
reworked setting of game options as some settings were not remembered
Asid:
Patch 1.05: Community Requests
Tue, February 22, 2022
Version 1.05 is focused on community requests and all-around improvements to enhance game play.
Gen'l,
A new patch is out! Version 1.05 is focused on community requests and all-around improvements to enhance game play:
• Battle AI improvements, including deployment, defensive behavior.
• Army and fleet management improvements, including shipyard capacity, quick construction of ships, reinforcement options for units and armies, detaching a corps from an army, creation of an independent corps after Military II policy, ability to change uniform & colors after recruitment.
• Fixed fame system, including redeeming lost fame ("defamed") through time or battle honors, and positive morale effects from famous commanders.
• Supply depots can be abandoned by player and the AI.
• Commander and unit histories are updated during the campaign.
• Further game option to decrease/increase the number of 3D models shown per unit, and optional VSync.
• Locking map rotation only affects mouse controls, not hotkeys.
• Bug fixes & balance improvements.
Full patch notes
Latest patch 1.0516, uploaded January 22, 2022:
Before enhancing the economy part in the next patch we are focusing mostly on community observations and wishes in 1.05. This includes fame system, AI defensive behavior and a lot of minor improvements and fixes.
Note: the download size is quite huge ~5.5GB, this because we upgraded to a new Unity version and all the videos got transcoded again.
Campaigns:
• fixed: wrong newspaper messages are shown for completing objectives
• added auto-generation tools for ships
• re-arranged info of top panel and added wharf capacity
• added control for reinforcement priority and vols/drafts in army management panel
• added new feature: send unit home to reform and replenish faster
• added option to create independent corps without army HQ
• uniform and unit colors can now be changed after recruitment
• fixed: dummy fort garrisons show up transfer time at game start
• autoresolve panel: if units join a fight while the panel is opened the group lines are misplaced
• added “detach to independent corps” function in army management panel to better split units
• added option to upgrade independent corps to armies
• ships being repaired now blocking shipyard capacity
• fixed: exponential increase of probability of returning WIA commanders the longer the session
• rebalanced fame system and allowing rehabilitation of defamed commanders as time passes
• fixed: commanders become famous on their historical date during campaign
• flags of forts are now shown smaller on papermap
• supply depots can now be abandoned
• fixed: armies can engage embarked troops
• fixed: movement slowdown (readiness, winter, training) even if embarked
• fixed: commanders and units do not save battle history info & info enhanced
• fixed: timed movement on campaign layer inaccurate
• fixed: alarm icons for invasions sometimes show similar entries
• fixed: intervention forces occupy land and towns of the allied faction
• fixed: french intervention now to happen after the victory in Mexico in 1863
• fixed: units moving by train can be “intercepted” by fleets
• if troop transporters are engaged by forts the troops are now debarking to engage
• increased attributes for European commanders
• reduction of probability of offensive and defensive operations during winter months
• fixed: raiding alarm icon never disappears
• fixed: stuck OOB management if drafts/volunteers buttons are switched
• intercepted troop transports (by fleets) are now retreating immediately
• AI now tries to recapture lost towns more often
• enemy units that are within combat range are now visible, even if intelligence is low
• rebalanced ammo consumption of fleets in fort bombardments
• increased AI recruitment target ratios
• rebalanced road movement costs to prevent units debarking from rail movement if track runs close to roads
• assumed fixed: multiple movement orders of units in AI offensive operations sometimes lead to stuck retreats and fleet movements
• fixed: issues with intervention forces when leaving the alliance
• AI emergency recruiting policies not used if troop strength is already superior
• fixed: fleets that have access to rivers and sea can only attach river or sea ships, not both
Battles:
• loss resilience is increased at the end of each day, depending on experience
• fixed: barricades and parapets are hidden behind FOW if constructed in own deployment zone during deployment phase
• fixed: units are stopping outside their fire range when manually assigning targets via RMB
• victory points are now closer together, AI starts closer to the edge of deployment zones and/or AI defends closer to victory points
• fixed: sometimes orders are canceled if subordinate groups are cut off from main unit
• reworked AI defensive positioning
• added AI cavalry charge mechanism on weak enemies
• improved: AI should avoid better moving across rivers in battles
• slight performance increase through improving dust animations
• no “digital” rotating out of cover anymore and “rotating in” in of cover added
• number of models in battle can now be adjusted in options menu
• auto-downsizing of units for large battles can now be deactivated in options menu, guns of rescaled units are now shown correctly in stats
• fixed: group movement speed sometimes is too low if the group consists of cavalry
• AI groups now do not wait hours for their reinforcements to arrive before attacking
• probably fixed: small units (skirmishers, arty detachments) sometimes take no casualties
• refixed: victory bar sometimes stuck at 50:50 if both sides have high casualty ratios
• improved: models moving across water
• fixed: groups that are linked are moving before the unit linked receives the order
• AI groups wait for reinforcements to arrive within short time if they are not superior in force before attacking
• reworked auto-pause functionality when opening menus
• routed units engaged in melee now suffer prisoners
• skirmishers now use a wider formation and do not show commander’s name after reloading
• fixed: perk experience of detachments not added to parent unit when reattaching
• fixed: issues with wrong facing of linked groups
Other:
• fixed: game guide pops up every time main menu is started
• fixed: lock map rotation not “remembered” if changing this option from within a game session
• lock map rotation now only applies to mouse rotation, not hotkeys
• reduced volume of weather sounds, also adjustable in debug.txt
• increased AI bonus for higher difficulty levels
• improved management for drag and drop and list scrolls
• clarification on difficulty and aggressiveness settings in main menu
• Vsync may be switched on/off in options menu
• fixed: sometimes movement orders are canceled if same order is given before order delay expired
Cheers,
The Grand Tactician Team
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