Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Beef on July 15, 2015, 04:01:12 AM

Title: Gary Grigsby's War In The East (WITE)
Post by: Beef on July 15, 2015, 04:01:12 AM
Started playing this awesome strategy game about Operation Barbarossa the other day. I decided to play the "Road To Minsk" scenario first as the Germans, which has three turns only to achieve the objective of encircling the Soviet army and capturing Minsk and three smaller objectives further to the east on the edge of the map. The following three screen shots are my results after Turn 1 (at beginning of Turn 2). I was able to encircle the Soviets and have reached Minsk and forced the Soviets to withdraw to the east.

(https://dl.dropboxusercontent.com/u/2071449/WITE-AAR-001.JPG)

(https://dl.dropboxusercontent.com/u/2071449/WITE-AAR-002.JPG)

(https://dl.dropboxusercontent.com/u/2071449/WITE-AAR-003.JPG)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on July 15, 2015, 01:59:46 PM
Nice one Beef.  :)

Thank you for posting.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Stardog765 on July 15, 2015, 09:51:30 PM
Very cool.
Now I feel obligated to get through that scenario as well.

Good job
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Beef on July 16, 2015, 10:58:54 PM
I just finished playing the Road To Minsk scenario, and though I got off to a reasonably good start I was not able to gain a decisive victory at the end of Turn 3. As you'll see in the attached screen captures, I only had a Minor Victory with a final score of 798 to 609. Had I been able capture the towns of Vitebsk and Mogilev. Had I been able to do that the score would have been 1198 to 209. The Soviets lost 338,072 men, 5,020 guns, 3,537 AFVs, and 1,294 aircraft.

(https://dl.dropboxusercontent.com/u/2071449/WITE%20Final%20Map.JPG)

(https://dl.dropboxusercontent.com/u/2071449/WITE%20Final%20Score.JPG)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on July 17, 2015, 01:06:18 AM
Great stuff Beef.

More please :)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on July 30, 2015, 04:12:27 PM
Tutorials and Archives for the game Gary Grigsby’s War in the East.

Casey Calouette
http://caseycalouette.com/index.php/war-in-the-east/

Bruce Geryk
http://www.quartertothree.com/fp/2011/03/15/war-in-the-east-how-i-learned-to-stop-worrying-and-love-the-detail/
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on February 10, 2016, 11:07:57 PM
updated to version 1.08.07

You can download the update from Here (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-Update-v10807.zip) (451MB)

Full changelog Here (http://www.matrixgames.com/forums/tm.asp?m=4022211)

New features
1. Altered change #25 from previous patch, so that in order to prevent cargo loss during regular air drops, the airbase must be located in a hex that was under friendly control at start of turn (any spent Movement Points are ignored, since they are expended not only by moving, but also by using air groups located in that base).
2. Altered change #35 from previous patch, so that stack points are used instead of number of men (with the exception that corps combat units below 20 000 men are treated as divisional sized units), and the formula affecting defender was changed to ROUNDDOWN(MAX(1,SQRT(MIN(fl-1,mena/(3*menb)))),2) to kick in once the attacker will outnumber defender (in stack points) by 3:1, instead of 1:1.
3. Partially reverted change #41 from previous patch, so that units in city terrain may be again considered as being surrounded. City terrain will also no longer be considered dense terrain.
4. Reverted change #50 from previous patch, so that the number of firing elements will not be affected by dense terrain, only CV.
5. Altered change #83 from previous patch, and decreased Soviet penalty to repairs after movement to -10 (from -20 and -15).
6. Altered change #114 from previous patch, and reduced the chance to regain up to 10% of National Morale, restricting it to a flat 10% chance (disconnected from morale), and only for units that are within 10 MP of working rail net.
7. Made sure that the bonus for the AI to capture Brest Litovsk and Hanko in the early turns of 1941 scenarios is never applied to server games.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on February 18, 2016, 10:14:18 PM
Public Beta v1.08.08 now available

Hello Everyone,

We have a 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.
If you have the Steam version you can select the Beta under the games Properties.

V1.08.08 Beta February 05, 2016


    New features

1. Removed the requirement for air groups to have flown 0% miles to participate in airfield bombing, unit bombing and city bombing missions. These missions will now be limited to 3 per hex, with the exception of airfield bombing missions during German June 22nd, 1941 turn. There is still a requirement of having flown 0% miles for air group transfer or move to National Reserve, for air group using non-transport aircraft to participate in a transport mission (as transports, not escorts), and for any air group to participate in a transport mission at night.

2. Made sure that when attaching support units using the “ASSIGN” function, units from higher level HQ are chosen before units from lower level HQ.

3. Reworked aircraft support need, so that fighter and transport types have higher support need (as it is now based on maximum of two values: max load and sortie ammo), but other types have lower support need, as multiplier used to calculate need was reduced from 10 to 4.

4. Updated weather tables, see Appendix A. The rule preventing more than one Snow in December will not apply to Europe weather zone. There will be no mud in July 1941.

5. Increased the impact of experience during combat, so that units with low experience may fire less.

6. Final odds will no longer affect losses in battle, or chance to rout.

7. Retreat losses will be affected by unit’s vehicle shortage, rather than unit’s support squad shortage. The number of support squads in units, and their ratio to other elements, is decided by the TOE and player has no way to affect this, whereas with vehicles there is some measure of control.

8. It will be now possible for the attacker to lose trucks during post-battle attrition, as well as for the defender to capture some equipment from the attacker.

9. Victorious side in battle will also suffer post-battle attrition, where some additional elements can be captured, damaged or destroyed, but it will be very light.

10. It will be now possible for the defender to make a counterattack (when battle was won) or a fighting withdrawal (when battle was lost). In order to execute these maneuvers, average experience of defending units must be higher than average experience of attacking units. The chance to execute a counterattack is then 50 + defender’s average experience - attacker’s average experience, and the chance to execute a fighting withdrawal is 75 + defender’s average experience - attacker’s average experience. If a counterattack is successful, it means attacking forces will suffer losses comparable to normal retreat losses (of course without the impact of rivers, retreating extra hexes, or retreating through ZOC). If a fighting withdrawal is successful, it means defending forces will suffer losses comparable to normal attacker losses (in case of a failed attack, without a counterattack). If such event happens it will be displayed next to “Forces Defending” text, where (C) stands for counterattack, and (W) for fighting withdrawal.

11. Elements damaged in battle will be presented separately in battle reports instead of half of the number of damaged elements being added to the number of lost elements. The only exception is list of battles in Commander’s Report, where the number of damaged elements will be added to the number of lost elements.

12. It will be now impossible to disband Army Group/Front HQs, non-Soviet Army HQs, and rail repair unit (FBD/NKPS). Only Soviet SAD and SAB air bases will be disbandable.

13. Minimum TOE% for HQ units (including air bases and rail repair units) is 50% instead of 20%.

14. Improved ground element conversion/upgrade/swap procedure to optimize huge armaments drain and general slowness of converting/upgrading/swapping obsolete elements to new elements that are built on-demand (especially those of class infantry and mechanized infantry), causing drop in army’s overall strength. Previously, the procedure attempted to add missing elements as well (up to TOE requirements), which had to be built using armaments and paired with free manpower. This reduced the chance for that operation to happen in case of resource shortages. This was done to make “meaningful” conversions/upgrades/swaps, that wouldn’t be reversed soon because of low element count. However, it was not feasible to, for example, convert all rifle squads in German army in July 1943 this way. The army should be already understrength at this point, and there would be not enough free manpower to refill all units to the maximum of their TOE requirements with rifle squads. Only those squads that are currently present in units should be converted, with minimum armaments and manpower expenditure. So the improved procedure does just that - if current element is out of production, it will only try to convert/upgrade/swap ready elements (with increased chance to happen, most in case of conversions, least in case of swaps).

15. Automated air group aircraft swaps will not switch Soviet transport and recon groups to U-2 variants.

16. Building of elements that are expected to be needed will be blocked when there will be more than 100 or more than four weeks worth of production in the active pool.

17. Improved German and Finnish repair of damaged elements in units by 5%.

18. It will be now possible to set air groups to “Only upgrade” aircraft change mode, where swaps will be disabled, but automatic upgrades will be allowed.

19. Super heavy and naval guns will not suffer retreat/withdrawal attrition, and will be repaired with 99% efficiency.

20. Scenario check utility will report possible errors where non-support units have: a) both delay and frozen larger than 0; b) delay larger than 0 and map location set; c) frozen larger than 0 and no map location set.

21. Upon loading a saved game for the first time using this version, the game will attempt to clear frozen status of certain units, so they would be useable as intended. One such example is Italian 8th Army and its subordinate units.

22. Air groups performing transport missions will not lose morale from planes that require maintenance, only from those that perform a crash landing. Such planes will count as reserve now, not damaged.

23. Air groups will now have a chance to increase their morale by actions other than downing enemy planes. Destroying ground elements, planes on the ground (both with 50% chance), damaging factories, delivering cargo without damaging the plane, and performing successful recon missions (all three with 20% chance) may result in morale increase, though smaller than in case of destroying a plane in the air. Please note, if morale is higher than experience, the chance for growth this way is small.

24. Aircraft destroyed on the ground will count as ground kills now, not air kills.

25. Temporarily motorized or entrained units will not be eligible for air transport. Motorized (also temporarily) para units will not be eligible for para drop. Clarification: motorized units were already not eligible for air transport, and loaded para units were not eligible for para drop.

26. Fort units will be able to resupply up to 100% of their needs, even if outside their HQ’s supply range.

27. Unit details window will now display second instead of third (in command chain) HQ next to the “OHQ:” label. It will be impossible to reassign unit by clicking that name (which wasn’t highlighted by proper “link” color, but was clickable). OHQ will not be displayed for high command-level HQs, and for units assigned to them (only HHQ, that is HQ they are attached directly to).

28. Reworked unit and leader reassignment rules, removing possible exploits, and made sure automatic reassignment will follow the same rules as manual reassignment. It will be now impossible to assign corps sized units (combat and rail repair) to corps-level HQs, as well as to reassign army group-level HQs. It will be now possible to reassign units when having 0 AP, provided that reassignment is free (for example down the chain of command), as well as to assign air HQs to high command-level HQs. It will be now impossible to assign units to, or change leaders of frozen or immobile HQs, with the exception of high command, army group, and air army-level HQs. It will be now impossible to reassign support units attached to frozen or immobile units, with the exception of those attached to fort units, as well as high command, army group and air army-level HQs. It will be now impossible to attach more than 8 air bases to German corps-level air HQs, and more than 16 air bases to German army-level air HQs (also, no more than 8 air bases may be assigned to German army-level air HQ directly). Automatic reassignment will now prefer HQs of the same nationality much more than before, and will try to choose HQs with lowest CP load in case multiple HQs of the same level will be in the same range.

29. Information about air group withdrawal or disbandment will be displayed in hex tooltip, in the same way as for units. To conserve space, information about unit and air group withdrawal or disbandment will be shown only for units and air groups withdrawing or disbanding during the next 30 turns. To compensate, that information will albo be displayed in their respective details windows.

30. Air base aviation support need (AV) will be displayed in Commander’s Report, in the “SupL” column. It will be now easier to find overloaded air bases.

31. Units will now be able to upgrade TOE when more than 30 MP from railhead. Units will get a 5% bonus to the basic 20% chance to upgrade TOE for every full month after TOE start date (assuming 6/41 as minimum possible).

32. When assigning AA unit to Axis-controlled cities, made sure that proper national high command-level HQ unit will be chosen to pull AA units from. For Yougoslavian cities it will be Italian HQ; for Polish, Czech, Bulgarian and Soviet cities it will be German HQ, with the exception of cities that Finland and Rumania can draw manpower from (Karelian and Bessarabian cities).

33. Impassable hex sides will remain impassable even when ice level will reach 8.

34. Added several new checks to the editor: SAD/SAB airbases either existing or reinforcing after 2/42; units where majority of support elements is damaged; units having either supply, fuel, ammo or vehicles below 50% of need (75% in case of delayed units). The last two checks apply only to units having more than 5% of TOE.

35. Added optional ability to the editor’s “Clean Up” function, so that on-map units can be resupplied to 50% of needs (supply/ammo/fuel/vehicles), in the same way as delayed units are resupplied to 75% of needs.

36. Updated national morale tables, see Appendix B.

37. Reduced factory evacuation costs by 20% (rounding up). It will be now possible to evacuate factories from cities in enemy ZOC, but the cost to evacuate will be doubled.

38. Added new ground element type, Heavy Armored Car, with parameters similar to normal Armored Car, but recon value reduced from 4 to 3, CV increased from 4 to 5, and HE as default ammo type.

39. Leader initiative will be increased by 1 for rolls on behalf of Soviet on-map artillery units that have expended no more than 6 MP this turn. Bear in mind that MP are substracted at start of battle, so the net effect should be that the first attack of an umoved artillery unit will benefit from this bonus. Therefore the chance to pass initiative roll shown in supply details window will include this bonus only for units that have not yet expended a single MP.

40. Soviet on-map units destroyed after 10/41 (as well as units other than Rifle, Motorized and Tank Divisions destroyed before 11/41) will return as nearly empty reinforcements in 2 to 4 turns. Such units will keep their name, TOE, corps affiliation (in case of divisions), and component division names (in case of corps). Their morale, experience, and win/loss counters will be reset to default values. This process will cost AP (though lack of points will not prevent units from returning): 15 for Corps, 5 for Divisions and Brigades being part of a Corps, 3 for other Brigades and 1 for other units. Forts, Partisans, Airborne, Mountain, Naval, NKVD Border Regiments, as well as Soviet Rumanian, Polish, and Czech units will not be eligible to return.

41. Destroyed units of Axis allies, as well as all Axis support units will return as German on-map units do. On-map units will be frozen on refit for 3 turns with MAX TOE set to 50. Usually they will be placed in westernmost city having the same nationality. Support units will arrive at their national HQ with MAX TOE set to 50. There will be a message in the logistics log for every such unit.

42. MAX TOE setting will now be visible for frozen or withdrawing units in unit details window.

43. Added new ground element type, Medium Flak/AT, with parameters similar to normal Medium Flak, but not treated as “rear area gun” (which reduces losses, but also the ability to fire on enemy elements), and AP as default ammo type.

44. It will be now possible to use light armored cars in place of armored cars (and vice versa).

45. No side will call reserve units to join combat if the expected final odds are outside 1:5 to 5:1 range.


Full long list : Click Here (http://www.matrixgames.com/forums/tm.asp?m=4025329)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on February 28, 2016, 11:32:03 AM
WitE Patch Archive

http://www.matrixgames.com/forums/tm.asp?m=4031160

WitE Patch Archive - play the version you like

1.08.08 beta download | thread - current public beta patch
1.08.07 download | announcement | thread - current official patch
1.08.07 beta download | thread
1.08.07 hotfix download | thread
1.08.06 hotfix download | thread
1.08.05 beta download | thread
1.08.04 download | announcement | thread - Steam release
1.08.04 hotfix download | thread
1.08.03 download | announcement | thread
1.08.03 beta download | thread
1.08.02 beta download | thread
1.08.01 beta download | thread
1.08.00 beta download | announcement | thread
1.07.15 download | announcement | thread
1.07.15 beta download | thread
1.07.14 beta download | thread
1.07.14 hotfix download | thread
1.07.13 hotfix download | thread
1.07.12 beta download | thread
1.07.11 download | announcement | thread
1.07.11 beta download | thread
1.07.10 beta download | thread - last patch by the original team (2by3)
1.07.08 download | announcement | thread - earliest version compatible with second expansion

In case I missed a version, announcement or thread - feel free to post corrections, I will edit this post.
Most of old patch installers provided by Manstein63. They are now hosted on my Dropbox.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on May 05, 2016, 05:03:46 PM
Public Beta v1.08.09 is now available

We have a 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.
If you have the Steam version you can select the Beta under the games Properties.

V1.08.09 May 04, 2016

New features
1. Disabled promotion to Guards status for Tank and Mechanized Corps divided into brigades, to prevent name loss and TOE issues upon merge.

2. Security units will be able to resupply to 100% and upgrade ground elements without penalties, while being more than 20 MP or 5 hexes away from their HQ, just like Fort units.

3. Airbases will not resupply through HQs, only individually, as if they were more than 20 MP or 5 hexes from their HQ (without penalties).

4. Introduced ground element type-based replacement priority. It is equal to element’s CV, except that all elements useful in a fight and air support have a minimum value of 2 (mostly applies to artillery), while support and labor elements have a value of 1. In case of shortages, reduction is no longer proportional across the board, but based on priority, where elements with higher priority get access to more manpower and armaments.

5. Changed base reassignment cost multiplier for HQ units from 2 to 1.5 (25% reduction).

6. Updated national morale tables, see Appendix A.

7. German HQs named “Motorized Corps” will confer the same bonus to leader rolls as do HQs named “Panzer Corps”, and will be treated as “armor HQs”.

8. Added individual turn limits to armaments export from Germany to Axis Allies. The limits for 1941-1945 are as follows: Finland - 0.5k, 1k, 1k, 1k, 1k; Italy - 0.5k, 1k, 1k, 0k, 0k; Rumania - 1k, 2k, 3k, 3k, 3k; Hungary - 1k, 2k, 3k, 3k, 3k; Slovakia - 0.5k, 1k, 1k, 1k, 1k. There are separate from the threshold below which exports are possible, which remains unchanged. This limits maximum exports from Germany from 25k per turn to 9k per turn in 1943 (and just 3.5k in 1941). These limits will be affected by German and Axis Allies production percentages in smaller scenarios.

9. Added some new tests to scenario check tool, related to unit guards status.

10. Added new ground element type “Medium SP Flak”, identical to “SP Flak”, in order to allow differentiation between 20mm and 37mm SP Flak in TOEs.

11. Changed the limit of allowed air bombing missions (unit, city, airfield) from 3 of each kind per hex to 2 of any kind per hex.

12. Reworked Axis rail supply modifier. Base value is equal to logistics difficulty level (usually 100). It is reduced by 1 (0.5 after 3/42) for each hex east of x=50, except if y is less than 12. It is decreased by 10 before November 1941. It is increased by 10 in 1943, and by 20 in 1944 or later. Resulting value may not be lower than 25 nor higher than 100. Finally, blizzard effect is applied by multiplying that value by 0.9 (this is changed during First Winter to 0.5 in 1941, and 0.75 in 1942) if necessary. In return First Winter effect is no longer applied at an earlier stage of resupply. For Finnish units only the regular blizzard multiplier can affect base value.

13. Added Soviet rail supply modifier. Base value is equal to logistics difficulty level (usually 100). It is reduced by 0.5 for each hex west of x=64. It is increased by 5 in 1945. Resulting value may not be lower than 25 nor higher than 100. Finally, blizzard effect is applied by multiplying that value by 0.9 if necessary.

14. Reduced morale of newly built units and replacements from 80%-100% to 50%-75% of basic national morale.

15. Reduced maximum experience of newly built units and replacements from 100% to 75% in case of non-German elite units and German regular units, and from 100% to 50% in case of non-German regular units. Minimum experience remains unchanged.

16. Reduced base chance for counterattack to 25%, and for fighting withdrawal to 50% (both by 25%). Maximum chance capped at 95%.

17. Removed extra protection from German and Finnish AFVs in combat, it is no longer required with the introduction of combat events.

18. It will be now possible to disband air bases as long as the number of air bases is greater than number of army HQs+2 (+7 in case of Rumania). Panzer Groups do count as armies, but RHG Commands do not. German army air bases are exempt from this rule, and all may be disbanded after 1942 (but none earlier).

19. Soviet infantry repair modificator for 1941 was reduced, but all Soviet repair modificators will be increasing slowly each year. German AFV repair modificator was slightly reduced, and all German repair modificators will be reduced in 1945.

20. Percentage of German production going East changed from 85% to 75% for 1941, and from 50% to 65% for 1945.

21. Scrapping elements that require vehicles to produce or tanks with CV 9 will result in vehicle production, roughly equal to 75% of the number of scrapped elements.

22. Reduced protection of all elements when light post-combat losses are resolved (in case of fighting withdrawals and failed attacks without a counterattack), especially vehicles. Element’s reliability will now play a role in this as well. Protection of all elements when very light post-combat losses are resolved (in case of victorious side in combat, be it attacker or defender) was kept at previous level.

23. Increased Soviet Union ability to repair vehicles in bad weather from 15k to 20k.

24. Replaced 5% chance for Snow in North Soviet Zone during May-19th June with Mud (so now there will be 55% chance for Mud, and 45% chance for Clear).

25. There will be no automatic Blizzard in December 1941 and January 1942 in Europe Zone.

26. Made ports and manpower harder to damage by bombing (less than oil and resource, but more than heavy industry, railyards, armaments, ground element and aircraft factories).

27. Made CAP missions against city bombing easier to execute, just like CAP missions against airfield bombing.

28. Combat events (counterattack, fighting withdrawal) will not happen if there is Mud, or if the largest (in number of men) defending unit is affected by First Winter. Weather is checked for the hex in which battle occurs (defender’s hex).

29. Reduced effectiveness of night bombing by 50%.

30. Adjusted resolution of post-combat losses, enabling ready element loss with crew surrender, ready element damage, and damaged element loss with crew surrender for units with morale greater than 54. At the same time reduced chance for damaged element loss with crew disabled or returned to pool.

31. Added the ability to set air groups to operate during both day and night. This will allow to reduce micromanagement, and to retain flexibility of having some fighter cover active during enemy turn, regardless of conditions chosen by enemy player (who can switch his air groups between day and night missions at will), even without dedicated air groups set to night missions (which was difficult in case of Germans having low number of large air groups, and no night fighters during first half of the war). Bear in mind that intercepts at night are usually done by small number of aircraft, so they are not as effective as intercepts during the day, but this is offset by lack of enemy escorts at night.

Bug fixes
1. Fixed a bug where old supply sources were still used instead of new ones. Because of this some cities were incorrectly marked as not linked to supply grid, and were unable to participate in transportation of all types of resources.
2. Fixed a bug where Panzer Army was not treated as “armor HQ” for the purposes of automatic reassignment, while Panzer Group was.
3. Fixed alignment of text in scenario description, so that lines generated automatically start in the same column as lines from externally provided text.
4. Fixed a bug in the editor where “DOWN” button was not showing in some circumstances, preventing scrolling the list of units attached to a HQ.
5. Fixed a bug in counting percentage of guard units of the same type for rifle, cavalry, and mountain units other than divisions.
6. Fixed a bug that caused guard unit limit to be 1 point higher than desired.
7. Fixed a bug where rail modifier was calculated based on unit location, instead of railhead location.
8. Fixed a bug in calculating average experience of each side in combat (for the purposes of combat events), where each unit had a weight of one instead of weight based on the number of elements in that unit.
9. Fixed a bug where FoWed unit on-counter CV was not refreshed fully after logistics phase, and the game used values from before logistics phase, which resulted in, for example, defensive CV not including the impact of forts built during that logistics phase.
10. Fixed a bug where incorrect amount (near zero) of ammunition and fuel was expended by planes performing a CAP mission.
11. Fixed a bug where factory evacuation wasn’t working for cities other than ports, when enemy unit was adjacent, as well as some interface bugs related to this.
12. Fixed a bug where AI could evacuate factories in June 1941.
13. Fixed a bug where routing reserve units, units retreating to a hex in enemy ZOC, and units retreating across unfrozen rivers could benefit from fighting withdrawal losses reduction.
14. Possibly fixed a bug related to HQs relocating during the logistics phase due to invalid links between map hexes and units. All such relocations will be logged (not shown to players) to assist with proving the patch worked, or showing which routine is responsible for that unwanted behavior.



Full list:: Click Here (http://www.matrixgames.com/forums/tm.asp?m=4076034)

Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on May 12, 2016, 03:24:07 PM
WITE Public Beta hotfix 1.08.10

This is only for those using the 1.08.09 Public Beta version. Unzip this into the Gary Grigsby's War in the East directory (this is just an exe update). Sorry for the inconvenience. The changes are:

Bug fixes
1. Fixed a bug where units could receive more replacements than asked for if there was a surplus of resources (all were used and dispatched to units).
2. Fixed a bug where units could retain more matched equipment than desired. They will now immediately return enough not to exceed 125% of TOE needs (this limit scales with MAX TOE down to 100% for MAX TOE set to 80% or less).
3. Fixed a bug where formation inventory was not displayed correctly if the list of units in the first tab was sorted.
4. Fixed a bug where self-propelled weapons, armored cars and self-propelled artillery were displayed in the infantry tab of formation inventory, even though they were included in the AFV totals.
5. Fixed a bug where an empty unit details window was displayed after closing Commander’s Report in some circumstances (only when using regular exit button).

Download (1.6MB): Click Here (http://www.matrixgames.com/forums/forceddownload.asp?file=0;4080247)

Original post:Click Here (http://www.matrixgames.com/forums/tm.asp?m=4080247)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on June 15, 2016, 06:29:46 PM
WITE Public Beta v1.09.00 is now available

ello Everyone,

We have a 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.
If you have the Steam version you can select the Beta under the games Properties.

V1.09.00 June 01, 2016


    New Feature
        1. Scenarios and games saved under this version will not load under older versions of the game.

    Bug fixes
        1. Fixed a bug where it was possible to gain access to enemy units and alter some of their parameters.
        2. Fixed a bug where units could receive more replacements than asked for if there was a surplus of resources (all were used and dispatched to units).
        3. Fixed a bug where units could retain more matched equipment than desired. They will now immediately return enough not to exceed 125% of TOE needs (this limit scales with MAX TOE down to 100% for MAX TOE set to 80% or less).
        4. Fixed a bug where formation inventory was not displayed correctly if the list of units in the first tab was sorted.
        5. Fixed a bug where self-propelled weapons, armored cars and self-propelled artillery were displayed in the infantry tab of formation inventory, even though they were included in the AFV totals.
        6. Fixed a bug where an empty unit details window was displayed after closing Commander’s Report in some circumstances (only when using regular exit button).


Previous changes - http://www.matrixgames.com/forums/tm.asp?m=4076034
Hot fix changes - http://www.matrixgames.com/forums/tm.asp?m=4080247
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on November 16, 2016, 03:56:56 PM
Gary Grigsby's War in the East has been updated to version 1.09.00!

Please check the changelog below.

You can download the update from here (458MB): ftp://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-Update-v10900.zip

Version 1.09.00 Patchnotes

New Features
1. Scenarios and games saved under this version will not load under older versions of the
game.

Bug fixes
1. Fixed a bug where it was possible to gain access to enemy units and alter some of their
parameters.
2. Fixed a bug where units could receive more replacements than asked for if there was a
surplus of resources (all were used and dispatched to units).
3. Fixed a bug where units could retain more matched equipment than desired. They will
now immediately return enough not to exceed 125% of TOE needs (this limit scales with
MAX TOE down to 100% for MAX TOE set to 80% or less).
4. Fixed a bug where formation inventory was not displayed correctly if the list of units in
the first tab was sorted.
5. Fixed a bug where self-propelled weapons, armored cars and self-propelled artillery were
displayed in the infantry tab of formation inventory, even though they were included in
the AFV totals.
6. Fixed a bug where an empty unit details window was displayed after closing
Commander’s Report in some circumstances (only when using regular exit button).
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on December 01, 2016, 09:19:23 PM
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 (http://www.matrixgames.com/forums/tm.asp?m=4188015)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Ruski on December 01, 2016, 10:36:07 PM
LOL
  I have this game Spent a week trying it and only got migrains and a whole bunch of notes to myself to remind me what I wanted to do and what I had to do,,Truly is one monster of a game..Kinda reminds me of the old  SPI game War In The East..Damn beast of a game we usually played as teams..but no body has any interest in that type of gaming now days,,Sometimes we would get in bigger fights than what was in the game..
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on December 01, 2016, 10:43:46 PM
These are monster games.....The biggest monster is "War In The Pacific Admirals Edition".

There are some smaller scenarios with WITE which are easier to handle.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Ruski on December 01, 2016, 11:16:20 PM
Yep the smaller scenarios are a good way to learn the game but sooner or later you have to face the Beast,and play the big campaigns,,My friend has WITP and can't play it ..Don't know why he doesn't check them out before he buys them..I usually end up getting the games he can't handle..I played uncommon valor a long time ago not bad !! Smaller than WITP..What I'm hoping to get this month are Germany At War  good game tried the demo out..And Scourge of War Waterloo both on sale at Matrix,,,Looks good and reviewers like it and quite a few members here play it,,Went on line to the library here and reserved a couple books on Waterloo...We have a small library here in town but you can search their catalog and get books from the main library..Never hurts to learn a bit. 
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on December 01, 2016, 11:23:07 PM
And Scourge of War Waterloo both on sale at Matrix,,,Looks good and reviewers like it and quite a few members here play it,,Went on line to the library here and reserved a couple books on Waterloo...We have a small library here in town but you can search their catalog and get books from the main library..Never hurts to learn a bit.

SOW WL is very immersive and entertaining. The great thing is that the books will give you a good point of reference and will increase your enjoyment. Especially when you are able to identify places, names etc.

Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on February 28, 2017, 07:09:04 PM
Public Beta v1.10.00 is Now Available!

Hello Everyone,

We have a 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.

v1.10.00 February 02, 2017


    New Features
        1. Changed the way current turn losses are calculated and displayed. No longer they are reset after the first visit to the losses screen. Losses from Axis Logistics Phase, Axis Turn, Soviet Logistics Phase, and Soviet Turn are now recorded separately. It’s possible to see them separately, or all together, by selecting appropriate option of the “CURRENT TURN FILTER”, shown at the bottomright of the losses screen. This information may not be accurate during the first two player turns for ongoing games.
        2. Scenarios and games saved under this version will not load under older versions of the game.

    Bug fixes
        1. Reduced the possibility of crashes, especially during air interdiction and other battles.


    Data changes
        1. Minor changes to the translation file.



Happy Gaming!


Here are the changes that were in the 1.09.02 hotfix which are included in 1.10.00:

New features
1. Changed the way current turn losses are calculated and displayed. No longer they are reset after the first visit to the losses screen. Current turn losses (for both players) are now automatically reset at the start of each logistics phase. However, previous values of current turn losses are recorded just before that reset, and are added to the current values in the appropriate column on the losses screen. This means that for every player current turn losses show losses incurred since the start of the enemy player’s logistics phase. Unfortunately, due to data constraints current turn losses for individual ground elements and aircraft include only the losses since the start of last logistics phase. This information may not be accurate during the first two player turns for ongoing games.
2. Half of elements damaged during the current turn will no longer sometimes count as losses for the purposes of victory calculations, only permanent losses will count.
3. Reduced the chance of manpower factories being lost when a city suffered damage or (especially) was captured.
4. Occupied city manpower attrition will now happen only to German cities before 1/45, and Soviet cities (with the exception of cities considered to be part of Finland and Rumania) before 1/43.
5. Axis player will now get information about the total population that has migrated in their logistics phase log, just like the Soviet player. Also, both sides will now get information about the total population that is missing. This information may not be accurate for ongoing games.
6. Increased maximum shipping and amphibious capabilities of both sides by 50% to take into account increased unit load costs. The speed at which shipping and amphibious points are accumulated was not changed.
7. German aircraft production will be no longer reduced to 75% of ground production in 1945.
8. Reverted new feature #10 and #16 from 1.09.01, since they reduced bombing efficiency too much and altered inter-plane type balance.

Bug fixes
1. Fixed a bug where the number of damaged men was fluctuating up and down while combat was observed on higher message level setting. The game will no longer try to add an estimate of men that may become disabled once damaged elements will be lost or returned to the pool during next friendly logistics phase. Only really disabled men will now count as damaged.
2. Fixed a bug where only the last set of AA weapons fired was displayed in combat report, when multiple flights (batch of planes from a single air group) flew during a single air mission.
3. Fixed a bug where scroll button would not appear on offline combat report for city bombing missions. It should now appear more often, but there is no guarantee it will work every time.
4. Fixed a bug where hidden log was exported to the text file.
5. Fixed a bug where the percentage of supply on hand at the start of resupply was unnecessarily doubled.
6. Fixed a bug where HQ units (including air bases and rail repair units) were forcing partisans to relocate upon being unloaded.
7. Fixed a bug where isolated city manpower attrition might have been improperly calculated in case of multiple manpower factories in the same city, and also recorded as lost by a wrong player.
8. Fixed a bug where damaged (or captured) city manpower attrition might have been recorded as lost by a wrong player.
9. Fixed a bug where occupied city manpower attrition for Axis cities happened during Soviet logistics phase.
10. Fixed a bug where truck changes might not have been properly recorded for some withdrawing Soviet units (though they rarely withdraw, at least in campaigns).
11. Fixed a bug where entrained combat units that have retreated from battle were not detrained.
12. Fixed a bug where it was possible to move units stopped at sea to an adjacent land hex using normal movement, bypassing amphibious restrictions.
13. Fixed a bug where it was impossible to continue naval/amphibious movement of units stopped at sea.
14. Fixed a bug where it was possible to unload units at sea.
15. Fixed a bug where Soviet motorized divisions were not given new number upon being reformed as or upgraded to rifle divisions, if there already was another rifle division with the same number.
16. Fixed a bug where it was impossible to assign an existing support unit from higher HQ(s) using the “ASSIGN” function, if that support unit’s TOE was not yet available.
17. Fixed a bug where depleted units were not automatically relocated (or destroyed if isolated) like routed units, and could be attacked, but didn’t show up in battle report (resulting in battles with no one, if all of the defending units were depleted).
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on April 01, 2017, 02:23:24 PM
German Guide to WitE 1.0
By Pelton. An accomplished player


German Guide to WitE 1.0 : HERE (http://dogsofwarvu.com/forum/index.php/topic,4407.msg19965/topicseen.html#new)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: budd on April 01, 2017, 06:16:10 PM
Pelton, any chance you have a PDF of all that info? The campaign game has always been too much for me.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Pelton on April 01, 2017, 08:23:33 PM
Yes I have it.

Send me a pm with an email.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Pelton on April 01, 2017, 08:36:48 PM
Anyone wants a pdf.

PM with email
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on July 04, 2017, 06:50:24 PM
Public Beta v1.11.00 is Now Available!

 If you have registered your copy of War in the East, you can download the latest beta update from our Members Club.

v1.11.00 June 07, 2017


New Features
        1. It will be now impossible to build more than 600 Soviet air groups. This is necessary to prevent the game from crashing when reaching the limit of 32000 active aircraft.
        2. Improved scenario check utility, it will now report on-map units with no delay and no location. Previously units had to be frozen in order to be reported.
        3. Heavy Armored Cars will now have AP ammo as default ammo type.
        4. Added three new ground element types: Heavy SP Artillery (same as SP Artillery), CS Armored Car (same as Heavy Armored Car, but with HE ammo as default ammo type), and Very Heavy Flak (same as Heavy Flak, but with doubled support need, swap blockade, and requiring high match).
        5. Improved some parts of AI code, resulting in up to 78% processing time reduction.
        6. It will be now impossible to assign units to HQs that are overloaded by 100% or more.
        7. Mount modifiers (to accuracy and rate of fire) will now be added to selected weapon details in ground element compare window.
        8. Improved battle report details, it will now show correct number of men in DESTROYED group (it should be equal to LOST men - sum of men actually killed and captured in combat), and DAMAGED group (it should be equal to DAM men - men actually disabled in combat). DISRUPTED group remains unchanged (total number of men in disrupted elements).
        9. Scenario check utility will set units to their default motorized status. Trying to manually set unit motorized status in the editor will reset it to its default motorized status. “Mot.” in unit name will now be recognized by the default motorized status routine and treated properly, just like “Motorized” was.
        10. Air bases in 1941 will not work for the purposes of airhead supply, and will not remove air drop penalty.
        11. Only German Luftwaffe and Soviet air bases will work for the purposes of airhead supply, and will remove air drop penalty.
        12. It will be now impossible to detach Static LW Flak units from cities (like Flakturm units).
        13. It will be now impossible to disband Flakturm and Static LW Flak units.
        14. Air groups about to arrive to national reserve will not upgrade/swap aircraft (but they will still affect other groups by being included in surplus/lack calculations).
        15. Included latest engine changes from newer games (improved performance, memory leaks removed).
        16. Version number under which the game was started will be printed in the logistics phase log, next to version number under which the last logistics phase was ran. For older games there will be a single number printed, denoting similar kind of information.
        17. Scenarios and games saved under this version will not load under older versions of the game.

Bug fixes
        1. Fixed a bug where certain inactive units could be included in the UNITS column on production screen.
        2. Fixed a bug where the game crashed during logistics phase when doing aircraft cleanup if aircraft data was corrupted. There will be a chance now to reclaim slots properly and continue such games. This will not help if the game crashes during air mission resolution.
        3. Fixed a bug where motorized engineers (Motor-Engr Squad) were missing engineer bonuses, and were not blocked from initial pool building.
        4. Fixed a bug where clicking on the name of certain game preferences (“Soviet Combat Bonus”, “CV Mode”), rather than clicking on current value, resulted in advancing the selection by two choices instead of only one.
        5. Fixed a bug where there was no message about AA units arriving as reinforcements, when those units appeared directly in cities.
        6. Fixed a bug where upgrading to bigger TOE variant was not properly blocked for some older games, started before patch 1.08.05, resulting in units with no TOE.
        7. Fixed a bug where detection level was not cleared for destroyed units, so they were visible on the next turn when rebuilding.
        8. Fixed a bug where new partisan units could be formed from the remnants of other destroyed partisan units.
        9. Fixed a bug where empty or depleted partisan units could be destroyed in the logistics phase when located next to enemy unit or when empty (sometimes immediately after creation).


Scenario & data changes
        1. Thorough check/verification of ammunition usage for all elements. Some odd ammunition usage values corrected, grouping guns of similar caliber and barrel length for a more generic approach on ammo usage.
        2. Cut down Sapper squads in Soviet 1941/42 units - they did not employ specialist/offensive Engineers similar to german Pioneer squads until late 1942/early 1943.
        3. Review of Flak regiments.
        4. All scenarios (where applicable):
        a. HQ support level set to zero, formation role set to Security (only affects AI) for 101-103 RHG Command HQs.
        b. Increased port in Ochakov (84,107) to 10, accounting for missing/impossible-to-add facilities in Nikolaev.
        c. Soviet versions of M15 CGMC and M17 MGMC (both SP Flak) added to database, a factory added to Lend Lease Pacific (either M15 or later M17).
        d. Addition of Berlin/Vienna Flaktowers (as normal AA units).
        e. Addition of limited fighter air defense at frozen airfields near Berlin, Leipzig, and Prag, to offer some fighter protection (all withdraw at the end of 1944).
        f. Addition of several low-experience static training divisions, representing training divisions, frozen with either disband or unlock late-war.
        g. Review of vehicle factories:
        g.i. Hungary: add 2x1 points to Budapest,
        g.ii. Italy: add 4 points to Turin,
        g.iii. Soviet Union: vehicle factories increased from 140 to 150, mainly by increasing Gorky to 2x30 and reducing/regrouping others.
        5. 1941-45 Campaign and some 1941 scenarios:
        a. Changed German 1st Cavalry Division to motorized with 50 MPs (was largely motorized, operated with motorized units).
        b. Reactivated Soviet 27th Mech Corps, arrives with 104th, 105th Tank and 106th Motorized Infantry divisions near Voronezh on turn 4.
        6. 1941-45 Campaign, Operation Barbarossa, Road to Dnepopetrovsk:
        a. Added 1st Rum. Railroad Command - Romanian FBD-like repair unit with limited capabilities, disbands mid 9/41; 5x Rum. Rail construction units attached to it.
        b. Delayed 7th Naval Infantry Brigade to mid 8/41, arrives near Sevastopol.
        c. Delayed 8th Naval Infantry Brigade to mid 9/41, arrives near Novorossiysk.
        d. Added 9th Naval Infantry Brigade, arrives in Kerch on turn 9.
        7. Fixed incorrect setup of 203rd Panzer Regiment in 1942-45 Campaign, by placing it on map (E of 16th Army); added MPs and set to Reserve mode.
        8. Three Soviet divisions in Operation Typhoon were starting on Axis-controlled hexes, changed them to Soviet control.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on October 20, 2017, 06:17:13 PM
Gary Grigsby's War in the East has been updated to version 1.11.00!


This version adds a tremendous amount of changes, among all:

•   Improvements to stability, and speed of play vs the AI.
•   Removal of several exploits.
•   More information about losses in battle, and overall losses.
•   Reduced garrison micromanagement.
•   Manpower statistics in logistics phase log.
•   Better automatic manpower and ground element management resulting in stronger units.
•   Data export to CSV.
•   Balance adjustments.
•   UI improvements.
•   New "CV Mode" game option.
•   New ground element types.
•   74 new features, 41 bug fixes, 33 scenario changes, and 240 data changes.
•   Note: Games started or saved with 1.11.00 are no longer backwards compatible with older versions.

You can download the patch from here (https://www.matrixgames.com/members/publicDL.asp?gid=372)

Version 1.11.00 Changelog

New Features
1. It will be now impossible to build more than 600 Soviet air groups. This is necessary to
prevent the game from crashing when reaching the limit of 32000 active aircraft.
2. Improved scenario check utility, it will now report on-map units with no delay and no
location. Previously units had to be frozen in order to be reported.
3. Heavy Armored Cars will now have AP ammo as default ammo type.
4. Added three new ground element types: Heavy SP Artillery (same as SP Artillery), CS
Armored Car (same as Heavy Armored Car, but with HE ammo as default ammo type),
and Very Heavy Flak (same as Heavy Flak, but with doubled support need, swap
blockade, and requiring high match).
5. Improved some parts of AI code, resulting in up to 78% processing time reduction.
6. It will be now impossible to assign units to HQs that are overloaded by 100% or more.
7. Mount modifiers (to accuracy and rate of fire) will now be added to selected weapon
details in ground element compare window.
8. Improved battle report details, it will now show correct number of men in DESTROYED
group (it should be equal to LOST men - sum of men actually killed and captured in
combat), and DAMAGED group (it should be equal to DAM men - men actually disabled
in combat). DISRUPTED group remains unchanged (total number of men in disrupted
elements).
9. Scenario check utility will set units to their default motorized status. Trying to manually
set unit motorized status in the editor will reset it to its default motorized status. “Mot.” in
unit name will now be recognized by the default motorized status routine and treated
properly, just like “Motorized” was.
10. Air bases in 1941 will not work for the purposes of airhead supply, and will not remove air
drop penalty.
11. Only German Luftwaffe and Soviet air bases will work for the purposes of airhead supply,
and will remove air drop penalty.
12. It will be now impossible to detach Static LW Flak units from cities (like Flakturm units).
13. It will be now impossible to disband Flakturm and Static LW Flak units.
14. Air groups about to arrive to national reserve will not upgrade/swap aircraft (but they will
still affect other groups by being included in surplus/lack calculations).
15. Included latest engine changes from newer games (improved performance, memory
leaks removed).
16. Version number under which the game was started will be printed in the logistics phase
log, next to version number under which the last logistics phase was ran. For older
games there will be a single number printed, denoting similar kind of information.
17. Scenarios and games saved under this version will not load under older versions of the
game.


But the changelog is truly huge, so be sure check it out  here (http://www.matrixgames.com/forums/tm.asp?m=4363387)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on March 01, 2018, 01:07:19 AM
Gary Grigsby's War in the East has been updated to Public Beta version 1.11.01!

You can download the patch from Members Area (https://www.matrixgames.com/members/publicDL.asp?gid=372) or from the Public Area (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-UpdateBeta-v1.11.01.zip)

Please feel free to check the patch notes below for all the new features and changes made.


New Features

1. Isolated units will be allowed to build forts up to level 2, rather than 1.
2. Optimized check that prevents assigning units to HQs that are overloaded by 100% or more. It should now take less time to reassign units, either manually or automatically.
3. Reduced the cost of Soviet fort units, from 16 to 8 in June 1941, and from 8 to 4 between July and October 1941.
4. Increased the radius in which fort level 1 is allowed to be built - from 20 to 25 hexes from unfrozen, supplied enemy combat units.
5. Increased the radius in which fort level 2 is allowed to be built - from 3 to 4 hexes from unfrozen, supplied enemy combat units. Fort level 2 will be also allowed to be built in any town, as well as in heavy woods, rough, and mountain terrain. However, in mountain terrain fort level 2 will be the maximum level (as in swamp).
6. Minimum base rail supply modifier for both sides changed from 25% to 10% (before weather effect is applied).
7. Base Axis rail supply modifier will be decreased by 20 (instead of 10) before November 1941, and by 10 (instead of 0) before April 1942.
8. HQ build up base cost will be now equal to 1 AP per 5000 men (as before) plus 1 AP per 75 guns plus 1 AP per 50 AFVs, in order to better match supply needs of infantry vs artillery vs motorized units (artillery units need ammo, motorized units need fuel), and also increase the cost of this operation. For example when calculated alone the cost changes as follows: 41b Panzer Division from 4AP to 12AP, 41a Infantry Division from 4AP to 8AP, 43 Breakthrough Artillery Division from 3AP to 9AP.
9. It will be now impossible to disband Soviet army-level air HQs.
10. The game will now offer better hints when it’s impossible to load a scenario, or a saved game, from an uninstalled expansion.
11. Ground elements shown in replacement tables displayed in the logistics phase log will be presented in the same order as elements on production screen.
12. Mortar, rocket and MG units will have the same movement sound as artillery, anti-tank and anti-air units.
13. Major improvement to German translation. Changed the way shortened names are translated. Instead of shortening first, and then translating word by word (which usually failed), the name will be first translated, and only then shortened. Added German short names, updated English short names. Unit names in general, as well as leader and HQ names in battle reports, various windows and other reports will be now properly translated.
14. It will be now impossible to perform HQ build up in frozen HQs.
15. Reduced German vehicle class ground element repair bonus from 10 to 5 in 1941-1944, and from 5 to 0 in 1945.
16. Slightly increased post combat losses, more for attackers/victors than for defenders/losers.
17. Adjusted fighting withdrawal combat event, so that artillery and support elements can suffer some losses, even when it happens. Adjusted counterattack combat event, so that artillery and support elements can suffer some losses, even when it doesn’t happen.
18. Added new traction type - towed (existing types are: stationary, foot, horse, vehicle). Elements with this traction type always use fuel (like “vehicle” traction type), but require additional vehicles (one per element, except when static) to tow them (foot and horse elements require additional vehicles and use fuel only in motorized units). Changed default traction type for Medium Flak, Heavy Artillery, Heavy Flak, Heavy AT Gun, and Medium Flak/AT ground element types from horse to towed. Changed default traction type for Very Heavy Flak ground element type from horse to stationary.
19. Added the ability to define custom traction type for each ground element, instead of using default value based on ground element type.
20. On-map units with stationary elements (either in unit or in TOE) will be rendered immobile by having 0 MP and 0 SMP (like forts, partisan units and certain HQs). Support units with stationary elements will be prevented from being detached from cities, just like “Flakturm” and “Static LW Flak” units. All those units will be treated as static and fort units for the purpose of calculating vehicle need.
21. Added several new unit-related tests to scenario check tool.
22. Changed the availability of various ammo types (reduced HVAP availability for early war Axis and late war Soviets; increased HEAT availability for late war Soviets; increased AP and reduced HE availability for the Axis). HVAP ammo will be selectable on longer ranges, while HEAT ammo will be selectable on shorter ranges. This applies only if several types of ammo are available for given device.
23. Tactical Bomber aircraft type redesignated Dive Bomber (it was operating as such according to game mechanics). EW aircraft type changed to Ground Attack (mostly identical to Dive Bomber, but attacking like a slightly better version of Fighter Bomber when operating as bomber). Patrol aircraft type changed to Strategic Recon (identical to Recon). Float and Torpedo Bomber aircraft types hidden in the editor. Non-German air groups can switch between Recon and Strategic Recon types freely. All air groups can switch between Dive Bombers and Ground Attack types freely.
24. Added the ability to define percentage of production going to the East Front for individual German and Italian ground elements and aircraft.

Bug fixes

1. Fixed a bug where eligible support units attached to HQs were not assisting in fort construction.
2. Fixed a bug in Sudden Death victory conditions, that could incorrectly show Axis Major or Axis Minor victory instead of Soviet Decisive victory.
3. Fixed a bug where hexes around Lake Ladoga weren't detected as coastal zone hexes for the purposes of finding max fort level allowed in hex, while hexes not in any coastal zone (inland) were detected as coastal zone hexes, thus allowing fort level 2 everywhere on the map (except around Lake Ladoga), contradicting rules as designed.
4. Fixed memory leak in translation file loading code (courtesy of Pavel Zagzin).
5. Fixed a bug where certain texts were written into scenario check file without attempting translation.
6. Fixed a bug where battle statistics were not cleared for every new battle.
7. Fixed a bug where it was sometimes possible to perform HQ build up with merged units when it shouldn’t be allowed (incorrect merge of “at start of turn” movement points - selecting lowest instead of highest value).
8. Fixed a bug where sorting of “Range to HQ” and “MP to HQ” columns in Commander’s Report was broken.
9. Fixed a bug where stationary elements (of type Naval Gun, actually not used in the game) could require fodder for horses or vehicles and fuel.
10. Fixed a bug where units with 0 max MP could get 100 SMP when adjusted in the editor.
11. Fixed a bug where some support units attached to cities could be shown as being isolated when starting a new scenario, and checking them without first moving a single unit.
12. Fixed a bug where it was impossible to set surrender flag for Yugoslavia in the editor. Disabled the ability to set surrender flag for Germany and Soviet Union.
13. Fixed a bug where it was possible to attach support units to cities outside of active map area.
14. Fixed a bug where surrendered countries were not initialized properly on scenario start. The game now makes sure their air groups and units are deleted, their pools emptied and all non-generic factories removed. Yugoslavia, Bulgaria, and Finland are also set to neutral control.
15. Fixed a bug where the game was not aware of the need to build and not decompose new ground elements, if they were present only in TOEs, while units still used obsolete ground elements.
16. Fixed a bug where in supply status was cleared for support units attached to cities during certain part of the logistics phase, and they were unable to return extra trucks.
17. Fixed a bug where rail in Imatra (on Finnish-Soviet border) was changed to Axis rail on every scenario load, or new game start.
18. Fixed a bug where one Guards Rifle Division, one Rifle Division, and one Guards Rifle Brigade formed a Rifle Corps instead of a Guards Rifle Corps.
19. Fixed a bug where aircraft usage of soon withdrawing air groups was not included in aircraft usage totals, affecting upgrade/swap procedure.
20. Fixed a bug where reserve aircraft could be moved to the applicable production pool even from understrength air groups. A full strength air group will now be able to return only one reserve aircraft to the pool.
21. Fixed a bug where some air groups equipped with Fw 190F or Fw 190G could be forcibly converted to bomber-trained on new game start.
22. Fixed a bug where aircraft loadout adjustment could replace bombs on dive bombers with some LMGs in very rare circumstances.
23. Fixed a bug where there was no combat message reporting fighters downed by defensive fire from attacked bombers, as well as those reporting fighters downed in a dogfight.
24. Fixed a bug where air to air combat mode was based solely on mission of the attacked aircraft. Made sure fighters of all types, as well as agile (crew of 1, climb of at least 2000) recon, and tactical bomber aircraft (mostly based on light fighter airframes) are able to enter dogfight mode, instead of flying straight like heavy bombers.

Scenario & data changes

1. Road to Dnepropetrovsk: fixed names of construction units attached to Rumanian rail repair unit, so that it will get more MP per turn.
2. Road to Kiev: replaced FBD 5 with Rumanian rail repair unit.
3. All scenarios: number of support squads in Soviet HQs reduced to realistic levels.
4. Several campaigns: reduce Pioneer Squads in 1st Skijager Bde to 1.
5. Added disbands for 75th Mountain Construction Bn and 369th (Croat) Infantry Rgt (2/43).
6. Changed withdrawals to disbands for 85th Mountain Pioneer Bn and III/111th Mountain Howitzer Bn.
7. Soviet Guards units with a separate TOE will use a better MG from 1943 on.
8. General strengthening of Soviet Cavalry Corps.
9. Ensure the Soviet 76mm ZiS guns will get into service by mid 1942 in Guards units, and by the end of 1942 in all other units.
10. Fixed date bug with 1941 Sapper Squad.
11. All Nebelwerfer/Jagdpanzer units renamed to Werfer/Panzerjager.
12. Modified setup of LG2 air groups in 1941-45 Campaign, and some early 1941 scenarios.
13. Modified artillery set up in German Airlanding, Mountain, Jager, and Light Infantry Divisions.
14. Numerous small scenario fixes.
15. Standardized layout of scenario description files. Author credits added to base game scenarios.
16. Fixed control of hexes outside playable area in late war scenarios to better resemble actual frontlines and deny certain resources.
17. KV-1 M1940 (now with proper F-32 main gun) made producible until 9/41, replacing KV-1 M1941 in combat units.
18. All BAK Air Corps HQs will now disband.
19. Permanently frozen Hungarian infantry brigades/divisions will now retain smaller TOE compared to “released” combat divisions.
20. Fixed LT-38E production bug, resulting in 900 of these being built.
21. Soviet Tank Divisions rebuilt with historical equipment.
22. Removed scheduled Soviet Tank Brigades with the same numbers as existing Tank Divisions.
23. Stalingrad to Berlin: properly freezing Hungarian home defense units.
24. Adjusted Hungarian front and home defense units across multiple scenarios, ensuring home defense units will become reserve divisions, while front divisions will become infantry divisions.
25. Renaming five 100-series Hungarian divisions back to standard naming scheme.
26. Some duplicate Hungarian divisions renamed or removed, missing units added.
27. 1st Hungarian Cavalry Brigade will now disband in early 1942, and will be replaced by an Axis Elite 1st Cavalry Division which is frozen until May 1944.
28. German Fi 156 production cut in half (not a true recon aircraft).
29. Unused/improper Italian 20mm anti-tank gun replaced by 75mm mountain gun; adjusted Italian mountain division OBs to use it.
30. Added Italian 75/32 75mm field gun (available January 1943), modifying front infantry/celere divisions and light gun battalions to switch to this gun.
31. Added Italian 149/13 howitzer, delaying the 149/19 gun to 1943; adjusted Italian heavy howitzer battalions accordingly.
32. Operation Blue, Winter 42/43, and Stalingrad to Berlin: added Italian garrison forces to Balkan area.
33. Many changes to Italian units, their equipment and OBs, using a reduced OB for Balkan garrison forces and strengthened/better equipped OBs for front units.
34. Reduced range of German 105mm and 150mm howitzers. Introduced longer range versions, available from 1943. Wespe and Hummel SP artillery adjusted accordingly.
35. Reworked setup of Finnish coastal brigades. Some will be present on the map as permanently frozen units in Helsinki, Turku, Kotka, and Porvoo. Some will be no longer available.

Device changes

1. [52] WGr 210: anti-soft changed from 0 to 100, anti-air changed from 0 to 200, rate of fire changed from 0 to 1, blast changed from 5 to 15.
2. [53] 75mm Cannon: anti-air changed from 0 to 140.
3. [101] X-Gerat: name changed from X-Gerat to X-Geraet.
4. [103] Y-Gerat: name changed from Y-Gerat to Y-Geraet.
5. [130] Anti-Tank Grenade: type changed from Flame to Squad Weapon.
6. [181] Panzerfaust: anti-soft changed from 0 to 100.
7. [186] 2in Mk II Mortar: accuracy changed from 1 to 50.
8. [194] Panzerschreck: anti-soft changed from 0 to 60.
9. [254] 105mm Flak38 AA Gun: range changed from 6000 to 5000.
10. [261] 7.92mm Twin MG34 TMG: name changed from 7.92mm Twin MG34 TMG to 7.92mm Twin MG13 TMG, range changed from 1500 to 1000, rate of fire changed from 86 to 50.
11. [270] Nahverteidigungsgerat: name changed from Nahverteidigungsgerat to Nahverteidigungsgeraet.
12. [299] 20mm M35 Gun: name changed from 20mm M35 Gun to 20mm 20/65 Gun.
13. [303] 37mm KwK36 L/45 Gun: penetration changed from 47 to 50.
14. [304] 37mm PaK36 L/45 Gun: name changed from 37mm PaK36 L/45 Gun to 37mm Pak36 L/45 Gun, penetration changed from 47 to 50.
15. [308] 37mm 37/40 Gun: penetration changed from 55 to 46.
16. [319] 50mm PaK38 L/60 Gun: name changed from 50mm PaK38 L/60 Gun to 50mm Pak38 L/60 Gun.
17. [320] 47mm PaK(t) L/43.4 Gun: name changed from 47mm PaK(t) L/43.4 Gun to 47mm Pak(t) L/43.4 Gun, penetration changed from 72 to 80, anti-armor changed from 9 to 8.
18. [321] 45mm M37/38 Gun: anti-armor changed from 8 to 10.
19. [322] 45mm M32/34 Gun: anti-armor changed from 8 to 10.
20. [323] 47mm Boehler L/32 Gun: anti-armor changed from 9 to 10, anti-soft changed from 40 to 42.
21. [324] 47mm 47/40 Gun: penetration changed from 70 to 78, anti-armor changed from 9 to 10, anti-soft changed from 40 to 42.
22. [339] 75mm KwK40 L/48 Gun: accuracy changed from 775 to 800.
23. [340] 75mm StuK40 L/48 Gun: accuracy changed from 775 to 800.
24. [341] 75mm PaK39 L/48 Gun: name changed from 75mm PaK39 L/48 Gun to 75mm Pak39 L/48 Gun, accuracy changed from 775 to 800.
25. [343] 75mm PaK40 L/46 Gun: name changed from 75mm PaK40 L/46 Gun to 75mm Pak40 L/46 Gun.
26. [346] 76mm PaK36 L/51.5 Gun: name changed from 76mm PaK36 L/51.5 Gun to 76mm Pak36 L/51.5 Gun.
27. [349] 75mm 75/27 Gun: heat changed from 0 to 70.
28. [350] 75mm leFK Field Gun: heat changed from 0 to 70.
29. [352] 76mm ZiS-3 Gun: heat changed from 73 to 75.
30. [353] 76mm ZiS-3 Field Gun: range changed from 14080 to 14500, heat changed from 73 to 75.
31. [354] 75mm 75/34 Gun: heat changed from 0 to 70.
32. [355] 65mm 65/17 Gun: heat changed from 0 to 55.
33. [356] 75mm leIG 18 Gun: heat changed from 0 to 70.
34. [357] 75mm 75/18 Gun: range changed from 1500 to 2000, heat changed from 0 to 70.
35. [367] 76mm F-34 Gun: heat changed from 73 to 75.
36. [368] 76mm ZiS-5 Gun: heat changed from 73 to 75.
37. [370] 76mm M27/39 Gun: heat changed from 0 to 75.
38. [371] 75mm Skoda L/48 AA Gun: range changed from 2000 to 4800.
39. [372] 85mm KS-12 AA Gun: range changed from 2000 to 4500.
40. [373] 83.5mm vz.22 AA Gun: range changed from 2000 to 4500.
41. [374] 76mm M31/38 AA Gun: range changed from 2000 to 4500.
42. [375] 75mm 75/46 AA Gun: penetration changed from 90 to 120, range changed from 2000 to 4500.
43. [381] 88mm PaK43/1 L/71 Gun: name changed from 88mm PaK43/1 L/71 Gun to 88mm Pak43/1 L/71 Gun.
44. [382] 88mm PaK43 L/71 Gun: name changed from 88mm PaK43 L/71 Gun to 88mm Pak43 L/71 Gun.
45. [383] 90mm 90/53 AA Gun: range changed from 3000 to 5000.
46. [390] 105mm StuH42 L/28 Gun: heat changed from 90 to 100.
47. [391] 105mm 105/25 Gun: heat changed from 0 to 100.
48. [393] 105mm leFH18 Howitzer: range changed from 12000 to 11600, heat changed from 90 to 80.
49. [402] 100mm 100/17 Howitzer: heat changed from 0 to 90.
50. [404] 128mm PaK44 L/55 Gun: name changed from 128mm PaK44 L/55 Gun to 128mm Pak44 L/55 Gun, penetration changed from 239 to 258, anti-armor changed from 47 to 46, anti-soft changed from 187 to 185, rate of fire changed from 4 to 5.
51. [405] 122mm M-30 Howitzer: heat changed from 0 to 120.
52. [408] 122mm M-30S Gun: heat changed from 0 to 120.
53. [409] 75mm PaK 97/38 L/36 Gun: name changed from 75mm PaK 97/38 L/36 Gun to 75mm Pak97/38 Gun.
54. [416] 150mm sFH18 Howitzer: range changed from 16500 to 14600.
55. [441] 600mm Gerat 040 L/8.44 Mortar: name changed from 600mm Gerat 040 L/8.44 Mortar to 600mm Geraet 040 Mortar.
56. [442] 300mm M-30 Rocket: range changed from 3100 to 3000.
57. [444] 76mm M1902 Gun: heat changed from 0 to 70.
58. [566] 75mm Vickers AA Gun: range changed from 2000 to 4500.
59. [577] 80mm Bofors AA Gun: range changed from 2000 to 4500.
60. [578] 76mm F-22-USV Field Gun: heat changed from 0 to 75.
61. [579] 76mm F-22 Gun: heat changed from 0 to 75.
62. [613] 37mm M1A2 AA Gun: anti-armor changed from 7 to 5, anti-soft changed from 28 to 20, anti-air changed from 28 to 20, range changed from 2000 to 2500.
63. [622] 210mm M35 Howitzer: name changed from 210mm M35 Howitzer to 210mm 210/22 Howitzer.
64. [625] 128mm Twin Flak40 AA Gun: penetration changed from 258 to 239, anti-armor changed from 44 to 46, anti-soft changed from 176 to 185, anti-air changed from 176 to 185, range changed from 11700 to 5000.
65. [629] 128mm Flak40 AA Gun: penetration changed from 258 to 239, anti-armor changed from 44 to 46, anti-soft changed from 176 to 185, anti-air changed from 176 to 185, range changed from 11700 to 5000.
66. [630] 20mm M35 AA Gun: name changed from 20mm M35 AA Gun to 20mm 20/65 AA Gun.
67. [636] 105mm 105/14 Howitzer: heat changed from 0 to 80.
68. [641] 75mm GebG 36: heat changed from 89 to 70.
69. [527] 149mm 149/13 Howitzer.
70. [528] 105mm leFH18/40 Howitzer.
71. [529] 150mm sFH18M Howitzer.
72. [561] 300mm M-31 Rocket.
73. [562] 47mm 47/32 Gun.
74. [628] 75mm 75/18 Howitzer.
75. [672] 37mm Pak36 L/45 Gun.
76. [673] 50mm Pak38 L/60 Gun.
77. [674] 75mm Pak40 L/46 Gun.
78. [676] 76mm F-32 Gun.
79. [678] 7.92mm FG42 Rifle.
80. [685] 75mm 75/32 Gun.


But the changelog is truly huge, so be sure check it out  here (http://www.matrixgames.com/forums/tm.asp?m=4372535)
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on May 17, 2018, 03:03:19 PM
War in the East has been officially updated to version 1.11.01!

(http://www.matrixgames.com/files/spotlight/1120_image.jpg)

You can download the update from here (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-Update-v1.11.01.zip)

The changelog is very long (see the full version here (http://www.matrixgames.com/forums/tm.asp?m=4481276&mpage=1&key=�)), but here you can see some important highlights:

-    Introduced Dive Bomber aircraft type.
-    Added towed traction type, and the ability to specify traction type
for each element.
-    Increased HQ build up costs, especially for motorized units.
-    Improved German translation.
-    Reworked ammo availability.
-    Changed fort building rules, and Soviet fort unit AP costs.
-    Fixed several very important bugs.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on May 17, 2018, 07:07:18 PM

The library of WitE resources: here (http://www.matrixgames.com/forums/tm.asp?m=4317692)

Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on June 16, 2018, 09:47:10 PM
War in the East Beta Update 1.11.03

Hi Everyone,

War in the East has a new update available for you!

The update will be available for download from the Members Area (http://www.matrixgames.com/members/publicDL.asp?gid=372) as well as the Public Download Area (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-UpdateComp-v1.11.03.zip).


Please see below for the full list of changes in this version.

New Features

1. Reworked New Feature #5 from 1.11.02. Air groups will have their own national morale level, based on regular national morale increased by 5. There will be also the following modifiers: +10 for German air groups before 1943, +5 for German air groups before 1945, +5 for Finnish air groups, +10 for Soviet Guards air groups. This value can never be lower than 25, and higher than 99. Air group national morale will be seen next to air group morale on air group details screen.
a) Morale and experience of newly built Soviet air groups will be equal to 75% of current Soviet air group national morale.
b) Morale increase for air groups sent to reserve will be equal to 50% of their morale distance towards national morale (rounding up).
c) Immediate morale increase for Soviet air groups becoming Guards will be equal to 10.

Bug Fixes

1. Fixed a bug where it was possible to regain APs spent on HQ buildup by timing it properly with an undoable action and using the undo function.
2. Fixed a bug where it was impossible to enter password for the first time in a new PBEM game.

Happy Gaming!
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on September 29, 2018, 01:53:53 PM
Gary Grigsby's War in the East Series >> New manual


Created by: Chris21wen
Updated Manual v1.2 Download (https://btcloud.bt.com/web/app/share/invite/LOvB9pYVgC)

This manual includes all 'New features' from all patches up to and including the latest. They are pasted as they appear in the 'WhatsNew.pdf'

Sections 1-5 and 20-24 are complete. The section in between are partially complete.

Changed text is in green anything I'm not sure off or has not been done yet is still red but that doesn't mean I'm completely sure of the green stuff. Please read and comment on it and let me know of wrong, unclear, tuping errors etc. but beaware that morveal is currently working on the supply system.
Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on May 19, 2019, 03:49:15 PM
WitE PHP Reporting Engine and tracker
Created by joelmar

(http://www.matrixgames.com/forums/upfiles/53894/4609831D71CE4696ADA3510283DF6EB9.jpg)


Forum post (http://www.matrixgames.com/forums/tm.asp?m=4626009)

Download (269KB) (https://drive.google.com/drive/folders/10o-5upYigcqgUwcKtuihqH2qjVOYrgIU)

Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid 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 (https://docs.google.com/document/d/1vSdVw5T3KuV_Sm4_qtP37V8UaWm-EPs46hvfhi-GaUg/edit)






Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid 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) (https://www.matrixgames.com/forums/upfiles/1268/0120CAF7523A499B8672BA8C2528194A.zip)



Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid 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 (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-UpdateBeta-v1.12.02.zip)

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.

Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on June 09, 2020, 01:07:20 AM
Gary Grigsby's War in the East Open Beta 1.12.03
1/24/2020


Hi Everybody,

The dev team have been busy working on your feedback and we have a new beta available for you!

Please download the patch from here (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-UpdateBeta-v1.12.03.zip)

It is also available on the following platforms:

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.   Highlighting units in poor supply will now mark with red own units that are more than 100 MP or 25 hexes from railhead, and with yellow own units that are more than 57 MP or 18 hexes from railhead (which is where penalties to resupply from railhead drop below 50%). Bear in mind that since 1.12.00 hexes from railhead are measured along the same path as MP are, not in a straight line.
2.   It will be now again possible to trace land supply through Kerch strait (counts as major river).
3.   Added or updated the following short forms:
a.   English: Brandenburg Brdbg, Fallschirmjager FJ, Fallschirmjaeger FJ, Fuehrer Fu., Grenadier Gren., Grossdeutschland GD, Nederland Ndl
b.   German: Fallschirmjäger FJ, Führer-Begleit Fü-Begl., Führer-Grenadier Fü-Gren., Großdeutschland GD, Nederland Ndl
4.   Added "match flags" to ground elements. Elements of the same match family sharing at least one non-zero match flag (when examined as binary value), will be treated as having accepted match between them. This will allow them to be used in place of each other by the replacements routines. Maximum number of flags is 31 (per family). See Appendix A.
5.   Increased the chance for German Infantry Divisions destroyed on or after 8/44 to rebuild as Volksgrenadier Divisions from 20% to 80%.
6.   Rail repair units, airbases, HQs, and support units attached to them will not shatter in combat when forced to relocate from hex in which the battle occured.
7.   Improved retreats and displacement moves, so that units will be able to reposition in situations where previously they would be destroyed. Unit will also take lower casualties due to retreats.
8.   Disabled automatic scaling of the application due to Windows DPI settings. Font size will be adjusted automatically to maintain original size as best as possible. This will prevent images from getting blurry and/or fonts from getting too large to fit into their alloted areas. To enable previous behaviour set DPI scaling to "System" or "System (enchanced)" in application's compatiblity settings. There is now also a new command line argument "-noFontResize" that disables font size adjustment within the application.
9.   Soviet AI will no longer build new and disband existing units in scenarios with unit rebuild disabled. Also, no units will be disbanded in scenarios shorter than 25 turns.
10.   Added "no match flags" to ground elements. Elements of the same match type sharing at least one non-zero no match flag (when examined as binary value), will be treated as having no type match between them. This will prevent them from being used in place of each other by the replacement routines. Maximum number of flags is 31 (per type). See Appendix A.
11.   Units that were supplied via sea (port) supply will be marked as such in unit's details window. These units will not be able to displace through enemy lines towards friendly territory, as is possible for units supplied overland during the same enemy's turn that they were encircled.
12.   Reduced the speed at which partisan squads are recruited from countryside, and the chance for combat ready partisan units to spawn new units.
13.   Changed repair modifier for Snow weather from -5 to -10, for Blizzard from -15 to -20, and for Mud from -25 to -30. Reduced base repair chance from 15 to 10. Reduced German vehicle repair bonus in 1941 from 5 to 0.
14.   Changed the way in which the modifier that reduces the number of replacements a unit may ask for due to supply situation it is in is calculated. It will now be based on the following supply modifiers: Range to railhead, MP to railhead, Movement, Axis Rail Supply, and First Winter. It will be better for stationary units close to railhead, but much worse for units that have moved, and are far away from railhead.

Bug fixes
1.   Fixed a bug in calculating supply and fuel required by units resupplying from a HQ, which shouldn’t take into account MP and range to railhead penalties into account. These penalties will be now correctly applied at later step, when actually requesting and receiving supply and fuel from cities. This prevented units to operate more than 25 hexes or 100 MP from railhead, even if they were within HQ supply range, and that HQ was within railhead supply range. Also, this prevented HQs to act better as a buffer, dispensing reserves on hand to units needing them (bear in mind that HQs will still try to maintain some reserves). All other penalties are still applied at the earliest possible step. Supply details window will still show Range and MP modifiers based on unit's actual distance to railhead, because they are taken into account in other steps of the logistics phase (for example: units more than 100 MP from railhead are unable to recieve and/or return vehicles).
2.   Fixed a bug in calculating the percentage of required supply and fuel dumps available in a HQ after it was resupplied from a city. Wrong value caused some units to take more than they should, while others were left starving.
3.   Fixed a bug where out-of-supply trace could be determined to be better than in-supply trace, leading to isolated units in case of a very long land connection despite having access to port supply. "In-supply" means going through 0 enemy hexes, and not above 100MP and/or 25 hexes from rail.
4.   Fixed a bug where on-map units were not rebuilding nor arriving according to reinforcement schedule in scenarios that didn't use entire map. It will be now up to scenario parameter to decide whether unit rebuilds are allowed or not. To prevent unit rebuilds in smaller scenarios, five were updated: Op Mars 1942 Red God of War, Operation Konrad, Road to Kiev, Road To Smolensk, Smolensk 1941.
5.   Fixed a bug where the game was unable to load WiteFontConfig.txt file and always used default font configuration.
6.   Fixed a bug where units more than 25 hexes (but not more than 100 MP) from railhead were considered isolated.

TOE(OB) changes
1.   [411] 41b LW Light Flak Battalion: last year changed from 1945 to 1942, last month changed from 9 to 12.
2.   [651] 43 LW Light Flak Battalion: first year changed from 1941 to 1943, first month changed from 6 to 1.

Appendix A
●   Flag 1 is 1
●   Flag 2 is 2
●   Flag 3 is 4
●   Flag 4 is 8
●   Flag 5 is 16
●   Flag 6 is 32
●   Flag 7 is 64
●   Flag 8 is 128
●   Flag 9 is 256
●   Flag 10 is 512
●   Flag 11 is 1024
●   Flag 12 is 2048
●   Flag 13 is 4096
●   Flag 14 is 8192
●   Flag 15 is 16384
●   Flag 16 is 32768
●   Flag 17 is 65536
●   Flag 18 is 131072
●   Flag 19 is 262144
●   Flag 20 is 524288
●   Flag 21 is 1048576
●   Flag 22 is 2097152
●   Flag 23 is 4194304
●   Flag 24 is 8388608
●   Flag 25 is 16777216
●   Flag 26 is 33554432
●   Flag 27 is 67108864
●   Flag 28 is 134217728
●   Flag 29 is 268435456
●   Flag 30 is 536870912
●   Flag 31 is 1073741824

Example: for an element to match with other elements having flags 3 or 5: 4 + 16 = 20, so enter match flags value of 20 into ground elements data.

Happy Gaming!


Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on June 09, 2020, 01:09:34 AM
Gary Grigsby's War in the East Open Beta 1.12.04
3/25/2020


We have another public Beta for your enjoyment!

Please download the patch from here (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-UpdateBeta-v1.12.04.zip)

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.   Improved the way in which games are saved on disk drives with write caching enabled. It should no longer be possible to load a saved game that is still in the process of being written to disk.
2.   Reverted most of the changes to highlighting out of supply units from previous patch, in order to allow pocketed enemy units that can be destroyed to be highlighted red. Units should still be highlighed yellow when more than 57 MP or 18 hexes from railhead (which is where penalties to resupply from railhead drop below 50%).
3.   Supplied units making a displacement move will not be allowed to move through enemy controlled hexes during the logistics phase, or while being able to trace a path of friendly controlled hexes towards supply source.
4.   During retreat and displacement moves non-Finnish Axis units will ignore Finnish and Italian supply sources, and Finnish Axis units will ignore non-Finnish supply sources.
5.   Reduced maximum morale level at which units can shatter from 55 to 40 (and from 70 to 55 for on-map units smaller than a brigade).
6.   Reduced displacement move minimum distance from 12 (8 for combat units with nominal speed of less than 25 MP) to 6 (4). Reduced displacement move maximum distance from 20 (16) to 12 (8).
7.   Adjusted retreat and displacement move hex scoring and sorting order. This should result in better selection of hexes to retreat or displace to.
8.   Mountain units will use foot movement costs for supply in all types of terrain. This will affect resupply, fetching extra resources on demand, building forts, and airhead supply.
9.   A hex will now be eligible for FBD/NKPS repair if:
a.   it is within 4 hexes of a railhead (6 in the Baltic zone prior to Dec 1941) - please note, that since 1.12.00 range to rail or HQ is now measured along the path of lowest MP cost to target hex, not in a straight line);
b.   it is within RRV (Rail Repair Value of the FBD/NKPS unit) hexes of a railhead;
c.   it is connected to another friendly rail hex that has less than 2 damage.
10.   It will be now possible to voluntarily disband units scheduled for future disbandment.
11.   It will be now possible to voluntarily destroy isolated HQ units.
12.   It will be no longer possible to voluntarily disband units supplied via sea.
13.   Playing with unlocked support option will reset HQ units to the following limits (instead of 3 for all) at game start:
a.   locked for reinforcements (if under human player control);
b.   0 for high command, army group/front, Axis army HQs, air HQs;
c.   2 for Guards, Axis elite, SS elite, LW elite; German "Panzer Corps", and "Motorized Corps"; Soviet "Tank Army", "Shock Army", "Guards Army", and "Gds Army" HQs;
d.   1 for other HQs.
14.   Fort at level 4 or better will not prevent defender's retreat if there will be no town, city or urban terrain in hex.
15.   Bonus fort removal in combat will be rounded up, so at least 0.02 of fort level will be removed at all times (when bonus for removal will be allowed).

Bug fixes
1.   Fixed a bug which resulted in wrong hex being selected as target of a retreat.
2.   Fixed a bug in surrender checking code, which resulted in a possibly infinite loop moving units back and forth between several hexes.
3.   Fixed a bug where MP supply modifier wasn't calculated correctly for mountain units in mountain hex.
4.   Fixed a bug where it was impossible to edit disabled men for Axis side in the editor.
5.   Fixed a bug where fighter-bombers on bomber mission were classified as fighters when calculating aircraft in range of target, which prevented air group selection window from appearing for bomb missions, when there was no regular bomber groups in range.

Happy Gaming!

Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on June 09, 2020, 01:13:50 AM
Gary Grigsby's War in the East Open Beta 1.12.05
11 May 2020


The team have been working hard as usual taking your feedback on. There are lots of additions and fixes in this beta so check the changelog out!

Please download the patch from here (http://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-UpdateBeta-v1.12.05.zip)

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.


v1.12.05 Beta

New features
1.   Added new factor used in scoring retreat and displacement move hexes - distance to enemy hexes (higher is better).
2.   Terrain defensive bonus will now be used in scoring retreat and displacement move hexes along man-made fortifications. Airbases will not like terrain in which they cannot operate.
3.   Adjusted weights of various factors used when scoring retreat and displacement move hexes. Scoring system was introduced in 1.12.03, replacing system described in 1.12.02. See Appendix A for factors and their weights.
4.   Faster (nominal MP of 25 or more) combat units will no longer displace at greater distance than slower combat units. Minimum displacement move range will be 3 hexes for combat units, and 5 hexes for non-combat units. Maximum displacement move range will be 9 hexes for combat units, and 15 hexes for non-combat units.
5.   It will be now possible to voluntarily relocate Military District and Defense Zone HQs starting 9/41, not 10/41.
6.   Moving units will now capture between 0.5% and 10% of automatically displaced unit's resources. Previously they could capture between 0.05% and 3%.
7.   Non-combat units displaced after combat will be listed on battle report as routed, not retreated.
8.   Added "Fort held" level 1 combat message displayed when fort prevents defender's retreat, showing bonus fort removal.
9.   Support units (including those attached to cities), HQs, air bases, and FBD/NKPS units will undergo the same procedure of checking surrender (which may result in morale drops, and extra attrition), as on-map combat units. Previously they would be either excluded completely, or suffered reduced penalties.

Bug fixes
1.   Fixed a bug where scoring retreat and displacement move hexes was not calculating some of the scores correctly.
2.   Fixed a bug where retreat and displacement move MP cost was not calculated correctly, affecting scoring.
3.   Fixed multiple bugs related to automated rail repair (failing to deploy units, failing to repair hexes).
4.   Fixed a bug where partisan attack battle reports were erased before the Soviet player had the chance to see them.
5.   Fixed a bug when it was possible to transfer Axis air groups to an air base of different nationality.
6.   Fixed a bug where HQ units were unable to retreat or displace through hexes in enemy ZOC.
7.   Fixed a bug where penalty for being on refit to construction value was applied to units treated as being on refit permanently.
8.   Fixed a bug where penalty for being in reserve to construction, engineer, and artillery value was applied to combat units (and support units attached to them) on refit.
9.   Fixed a bug where supply status wasn't reset correctly for rebuilt units.
10.   Fixed a bug where support units attached to cities were treated as being permanently in supply for the purposes of morale recovery.


Happy Gaming!


Title: Re: Gary Grigsby's War In The East (WITE)
Post by: Asid on December 08, 2020, 01:21:37 AM
War in the East - New Open Beta v1.12.06 (November 17 2020
17 Nov 2020

New open beta for War in the East. You will be able to download the patch directly from the My Page section of the Matrix Games site.

You can find the full changelog down below. Your feedback is essential to improving the game, so we're deeply grateful to everyone testing the update and offering us their opinion.

New features
- New method of loading and saving the game in smaller blocks, reducing chances of out of memory errors (courtesy of Pavel Zagzin).
- Reverted to the old method of calculating movement reduction of motorized units due to fuel shortages, based on needs rather than actual use of elements and vehicles present in the unit.
- Retreat hexes will now be sorted when selecting the best one in the same way as displacement hexes. Units will still try to retreat as little as possible, but their target will change. Hopefully less units will retreat towards the enemy.
- AA strength increased by 33%.
- Parts of Finland captured by the Soviets will remain Soviet after Finland will surrender, so that Soviet units in Finland will not be destroyed.

Bug fixes
- Fixed a bug where construction units could deploy to repair isolated hexes.
- Fixed multiple bugs related to provision of HQ Support.
- Fixed a bug where intercept flights were not calling base resupply routines, which caused low numbers of fighters flying those missions.
- Fixed a bug where routed or isolated units were deprived of SMP at start of turn, but remained loaded. They will be now automatically unloaded.
- Fixed a bug where in supply units that were surrounded during enemy turn could not make a displacement move through enemy controlled hexes.