WITE Public Beta v1.09.01 is Now Available! 25/11/2016
Hello Everyone,
We have an new update ready for Public Beta. If you have registered your copy of War in the East, you can download the latest beta update from our Members Club.
v1.09.01 November 24, 2016
New Features 1. Optimized the speed of searching for common air army and army group/front HQs for the purposes of launching air missions.
2. Moved the “unit is reorganizing at x,y” message about understrength withdrawing units from “ARRIVED UNITS” to “UNIT WITHDRAWAL” section of the Logistics Phase Log.
3. Relocation of “Military District” and “Defense Zone” units is now allowed, even if frozen and/or insupply.
4. Voluntary relocation of units that are within 5 MP to rail will no longer cause retreat attrition and/or the possibility to lose a leader.
5. Updated and shortened text describing leader command restrictions.
6. Increased garrison multiplier for security units from 2 to 2.2, so a single regiment would be enough to garrison a city hex (two - a light urban hex, and full division - a heavy urban hex), without the need to add extra units, and with some margin for losses. A 41 Security Division has 5967 men, which was usually a few percent short of the desired value (4000 for a city hex, 8000 for light urban hex, and 12000 for a heavy urban hex).
7. If there is damaged rail in a working port, and no enemy units are adjacent, the rail will be automatically repaired during the logistics phase.
8. Changed efficiency of ground element repair after movement:
a. reduced base efficiency from 25% to 15%,
b. reduced penalty from weather (from -30% to -25% for mud, from -20% to -15% for blizzard, and from -10% to -5% for snow),
c. reduced AFV class bonus from 10% to 0%,
d. changed 0...25% bonus from reliability to a -25...0% penalty from unreliability,
e. added 0...25% bonus from movement left percentage,
f. added -5% penalty from failed admin roll,
g. added 75% reduction of final efficiency for isolated units.
9. Ground element repair after movement will be less random, so that at most one element’s repair result (in each slot) will be determined by a random roll.
10. There will be no “to hit” bonuses for dive bombing and fighter sweeps at night.
11. Increased accuracy of flak at night (from 10% to 25% of daily values), and reduced accuracy of bombing at night (from 33% to 25% of daily values).
12. Support units attached to HQs will gain protection from terrain and fortifications when bombed or defending in battle, like all other units.
13. HQs and support units attached to them will gain a bonus to protection from terrain and fortifications when bombed, to take into account that they are dispersed over a large area.
14. Level bombers will be eligible for being attacked by flak when bombing units, in the same way as tactical (dive) bombers, fighters, and fighter-bombers. However, they now get an extra bonus to evade all flak.
15. Increased bonus for tactical (dive) bombers to evade all flak.
16. Adjusted bombing effectiveness, to take the same set of parameters into account for different plane types.
17. Added new ground element type: “Motor-Engr Squad”.
18. Made it easier to destroy, damage and/or disrupt elements that should be doing most of the fighting, by reducing their resistance against ground HE attacks (XM stands for eXperience Modifier, and is equal to element’s experience-70; final value may never be less than 20, and higher than 100):
a. to 80+XM% of the original value for elements of type Rifle Squad, Cavalry Squad, SMG Squad, Ski Squad, Security Squad, Partisan Squad, and Naval Rifle Squad,
b. to 85+XM% of the original value for elements of type Infantry-AT, Machinegun, Motor-Inf Squad, Engineer Squad, Airborne Squad, and Air Landing Section,
c. to 90+XM% of the original value for elements of type Mech-Inf Squad, Airborne Engineer, Carrier-Inf Squad, and Motor-Engr Squad,
d. to 95+XM% of the original value for elements of type Mech-Engr Squad, Special Forces, and Marine Commando.
19. Adjusted “too many attackers” penalty formulas to be more consistent as fort level changes. This penalty will never be applied in battles against partisans, and during hasty attacks the number of attacking stack points will be halved. For the purposes of this penalty, tank and mechanized corps combat units will count as having a size of 9 (like a division), while other corps combat units will count as having a size of 27 (like three divisions).
20. Support units will no longer protect brigade-sized (and smaller) stacks of on-map units involved in combat (including reserve units) from having greater chance to rout or shatter in combat. However, support units themselves will never have greater chance to rout or shatter in combat (as if on-map units involved in combat were larger than a brigade).
21. The tooltip about interdiction attacks will display the number of MP lost (if greater than 0) by the targeted unit.
22. The “WANTED” column in the replacement phase report table will now display true need of units, before it was reduced by MP to rail penalty.
23. Improved TOE matching, so that duplicate elements have a chance to be merged, instead of being sent away.
24. Improved sending back matched elements, taking into account possible shortage of their type and/or group in the whole unit.
25. Improved requesting new elements, taking into account possible abundance of their type in the whole unit.
26. When merging units, morale will be weighted by number of men rather than TOE%.
27. Number of men lost in combat will no longer be calculated as number of men in destroyed elements, rather from the actual number of men killed and captured from destroyed elements (as shown on the losses screen in the “Recent Battle & Non-Combat Casualties” column). Number of men “damaged” in combat will no longer be calculated as half the number of men in damaged elements, but more accurately according to the percentage of men that become disabled when damaged elements are lost or returned to pool (so 30% for the Axis, and 40% for the Soviet), as well as the actual number of men from destroyed elements disabled immediately.
28. No Axis attack on June 22nd 1941 will turn into a scouting attack.
29. Reworked experience and morale changes for partisan units recruiting new squads or receiving supplies from air. As for other units, influx of new elements will result in experience reduction, not increase. However, successful resupply or adding a ground element will always result in small morale increase, up to NM.
30. Updated “CDL Tank” ground element type, to be like “Engineer Tank” type, rather than a weaker version of “Medium Tank”.
31. Updated matching groups to better represent elements fulfilling the same role.
32. CV Mode will be now a game option, rather than a scenario parameter, so any of the six modes will be available for use in any scenario. “Alternate CV” means the value shown on counters will be a more accurate representation of the final CV in combat (it will show non-random, expected, value of randomly determined final CV, as usual without the impact of forts and terrain on the attacker’s CV, when outside actual combat). CV Mode also allows to decide whether artillery and support elements should have a small impact on unit CV value, or not. The modes are:
a. Default: combat value of artillery elements is 0, combat value of support elements is 1, normal CV,
b. Better CV Math: combat value of artillery elements is 0, combat value of support elements is 1, alternate CV,
c. Art. 1, Sup. 0: combat value of artillery elements is 1, combat value of support elements is 0, normal CV,
d. Art. 1, Sup. 0, Better CV Math: combat value of artillery elements is 1, combat value of support elements is 0, alternate CV,
e. Art. 1, Sup. 1: combat value of artillery elements is 1, combat value of support elements is 1, normal CV,
f. Art. 1, Sup. 1, Better CV Math: combat value of artillery elements is 1, combat value of support elements is 1, alternate CV.
33. Partisan unit’s morale will never drop below 20 as a result of being attacked by an Axis units.
34. Expected, instead of random, CV will be used when determining whether a hasty attack should turn into a scouting attack (just like for determining the need for air support during a battle).
35. Added manpower statistics for every active country on given side to logistics phase log. They show active manpower pool, transfer manpower pool, disabled manpower pool, actual number of men in units, number of men that should be in units according to their TOEs, and a difference between those two numbers. German totals include Hiwis. Those values are calculated at the end of the logistics phase, after replacements were dispatched.
36. Fort units will be treated as static units when calculating resource (supply, ammo, fuel, vehicles) needs.
37. It will be now possible to resupply support units to 200% of resource (supply, ammo, fuel) needs via air drops, if all units involved are above 100% of needs.
38. HQs will be resupplied via air drops just like other units, they will no longer accumulate supply and fuel dumps. HQ and attached support units will receive all resources directly.
39. Scrapped heavy tanks and heavy cavalry tanks will be no longer converted to vehicles. Scrapped light tanks, flame tanks, MSW tanks, engineer tanks, airborne tanks, and CDL tanks will be converted to vehicles.
40. Construction and fort units will be no longer eligible to get extra resources due to no movement in previous turn.
41. Increased German vehicle repair capability from 10k to 15k during mud turns after 1941.
42. Added the ability to navigate from unit to leader, and from leader to unit in the editor.
43. Added detailed information about frozen status to map mouse-over information, similar to the one presented for withdrawals and disbands. While in the editor, all three kinds of information will be always displayed, even if more than 30 turns remain until the event.
44. While in the editor, fog of war will be no longer applied to mouse-over information for units of the other side.
45. It will be now possible for reinforcing air groups to arrive at a predetermined air base unit, rather than to National Reserve. The specified air base must be present on the map, be of the same nationality as the group, and contain less than 9 air groups to be a valid target (at the moment of arrival). If those conditions will not be met, air group will arrive to National Reserve instead.
46. Added the ability to export some stats and data from the game to a csv file (tab separated). This function is accessible by clicking “Export” button, found in the lower right corner of Commander’s Report in the Units tab. This function creates a file Stats(Turn nnn yyyy-mm-dd ss).csv in Dat\save directory with data based on current game state. The data consist of a header (scenario name, turn, date, active side), army strength (per country), losses (per side), manpower details, vehicle details, resource details, unit details, air group details, leader details, city details, ground element details, and aircraft details.
47. Units in reserve mode will have their construction points reduced to 25%, and will get no construction support from HQ. Applies only to human player.
48. Updated a lot of leader, aircraft, and ground element images.
49. Reduced base chance for fighting withdrawal from 50% to 10%, and for counterattack from 25% to 20%. This base chance is still affected by the difference between average experience of combatants, and requires defender’s experience to be higher than attacker’s experience.
50. Increased the number of disabled men killed each logistics phase on the Axis side from 0.05% to 0.25%. This means returns will be reduced from 0.95% to 0.75%. Soviet ratios remain at 0.5%.
The long list continues Click here