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Author Topic: Gary Grigsby's War In The East (WITE)  (Read 12398 times)

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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #30 on: May 19, 2019, 03:49:15 PM »
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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #31 on: August 19, 2019, 01:37:55 PM »
Gary Grigsby's War in the East Series >> WitE 1.12.00
18/08/2019

By Moravel

"Hello

Sorry for a long pause. I'm glad to report that WitE 1.12.00 is now finished, and the files were delivered to 2by3 (as of 10 seconds ago) for production and publication as new Public Beta.

Sincerely yours,
morvael

edit: And it really should be treated as beta, as changes to supply system will have far reaching consequences, some of which are left for you to discover. I suggest using it only for new games, and finishing games in progress using older version. "


Changelog







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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #32 on: October 04, 2019, 03:15:41 PM »
Gary Grigsby's War in the East Series >> WitE 1.12.01
30/09/2019

Hello Everybody,

Thanks for your feedback!

We have another new Beta update for you all to play! Please download the patch from here

If you own the game on Steam or GOG it is also available to play from both clients!

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.

Please see the changelog for the list of changes!

Happy Gaming!

Sam


Here is a hotfix 1.12.01 exe that addresses a few issues that have come up with the 1.12.00 public beta. Just unzip this file directly into your Gary Grigsby's War in the East directory.

Change list:

New features
1. Altered new feature #17 from 1.12.00. Artillery value will be included in bonus fort removal, just like engineer value. More gun types and weaker guns will also grant some artillery value now.
2. Altered new feature #15 from 1.12.00. Deliberate attacks that end up with a CV ratio 1.00 to 1 (or better) for the attacker result in a bonus fort removal with engineer and artillery value multiplied by square root of CV ratio. This is applied only after final odds were determined, and will not affect the outcome of this attack.
3. Altered new feature #19 from 1.12.00. Defending units will not retreat from battle that ended with odds 2.00 to 1 or better for the attacker if the fort in hex will be at level 4 or better. For heavy urban or working port level 12+ add 2 to fort level, for light urban or working port level 6+ add 1 to fort level.
4. Non-combat non-support units will have their HHQ set to top-level HQ for their nationality when rebuilt.
5. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE.

Bug fixes
1. Fixed a bug where Flakturm, Static LW, units containing immobile ground element, or units using not buildable TOE(OB) were rebuilt after being destroyed.
2. Fixed a bug where removing ground element from a unit in the editor didn’t clear all status variables, except number of ready elements.
3. Fixed a bug where combat messages didn’t appear in combat window.
4. Fixed a bug in offset moves, where enemy controlled hexes were not allowed to be selected as part of a movement path by forcibly relocating/routing units, which resulted in their immediate destruction.
5. Fixed a bug where units were not retreating towards supply source at highest priority.
6. Fixed a bug where bonus fort removal was not applied in battle that ended with odds 2.00 to 1 or better for the attacker while the fort in hex would prevent defender’s retreat.
7. Fixed a bug where bonus fort removal was applied in battle that ended with odds 1 to 1.00 or worse for the attacker.

WarInTheEast..1_hotfix.zip (1.66 MB)




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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #33 on: November 02, 2019, 01:11:55 AM »
Gary Grigsby's War in the East Series >> Open Beta Update 1.12.02
14/10/19

Hello Everybody,

Me again! Once more, thanks for your feedback!

We have yet another new Beta update for you all to play! Please download the patch from here

If you own the game on Steam or GOG it is also available to play from both clients!

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.

Please see the changelog below for the list of changes!

New Features
1. Distance and movement cost to supply source for the purposes of retreats is now properly traced through enemy territory (ignoring ZOC costs), which allows to select better retreat/displacement paths for isolated and encircled units. Adjusted retreat priorities. See Appendix A.
2. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE (for real this time).
3. Changed Soviet manpower multiplier from 50 to 55 in 1941, and from 40 to 45 in 1942. Changed Soviet manpower multiplier from 30 to 25 in 1944. So now it starts at 55 and drops 10 per year to 15 in 1945.
4. Soviet factory evacuation will now use separate rail capacity, equal to 75% of rail capacity available for resupply operations (which is equal to total rail capacity minus rail capacity reserved for unit transport).
5. Increased rail capacity by 10%.

Bug fixes
1. Fixed a bug where isolated units making a displacement move were able to move out of pockets.
2. Fixed a bug where units making a displacement move were paying ZOC costs for crossing rivers.
3. Fixed a bug where it was still impossible to change HHQ of a unit with 0 AP remaining.

Appendix A - retreat priorities

● number of enemy controlled hexes to supply source may not be worse than in current hex
● number of MP to supply source may not be worse than in current hex
● number of land + rail hexes to supply source may not be worse than in current hex
● less than 3 units in hex (f)
● lowest number of combat units in hex (f, c)
● highest number of non-combat units in hex (f, c)
● lowest number of non-combat units in hex (f, h)
● highest number of combat units in hex (f, h)
● lowest number of units in hex (f)
● lowest retreat cost in MP
● preferred direction of retreat
● random pick (20% chance)

Items marked with (f) apply only to friendly controlled hexes. Items marked with (c) apply only to combat units. Items marked with (h) apply only to non-combat units.

Units making a retreat or displacement move may expend up to their maximum possible MP allowance, and may not move through water hexes. All units must be able to move at least one hex to conclude movement successfully, but units making a displacement move will try to move up to one quarter of their MP allowance, rounding down, in hexes (they may move less than that, provided they move at least one hex). Units in supply (those that were not isolated at start of their last turn) making a displacement move may move through enemy controlled hexes, and ignore ZOC costs while doing so.


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