New WiF Public Beta Update v1.2.3.2 Now Available!

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Andrew Loveridge
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New WiF Public Beta Update v1.2.3.2 Now Available!

Post by Andrew Loveridge »

Hello All,

We have a new version of the Beta Update available in the Members Club! It includes many updates to all aspects of Naval game, reinforcement improvements, and bug fixes.

Please give it a try, and let us know how it works for you.

Change History:

V1.2.3.2 – November 5, 2014
    Naval Movement[/b] [ul] • Enabled dropping off multiple units in a sea area in different section boxes. The process is to select a group of naval units and then use Ctrl-Left-Click in a sea area to specify that you want to drop off units. After the first group of units has been selected and placed in a section box in the sea area, you can use Ctrl-Left-Click a second time in the same sea area to drop off another group of units in a different section box. This lets you place some units in the zero section (e.g., convoys and their escorts) and other units in a higher section box (e.g., to reduce the risk of being surprised). Note that each time you drop off units (other than submarines), it counts as a naval activity if you have selected a Combined Action. • Fixed a bug so the -1 movement point penalty for moving naval units from a port when they are out of supply is correctly applied. • Partially fixed the problem with the -1 movement point penalty not being applied when naval units start in a port with other naval units controlled by a different major power. The program now does that correctly when the naval units from different major powers are in a port together. What it doesn’t do correctly is continue to apply the -1 movement penalty after one side has moved its units out of the port. What should happen is for the penalty to be based on the status at the start of the naval movement phase, not the status at the time the units move. • Corrected the available movement points for naval units that are intercepted and then fight through so the MPs are reduced by whatever section box the player chooses for having them fight through. For example, if they fight through in the 2 section box, then their available movement points are reduced by 2. • Fixed a problem where if (1) a naval interception was declined, (2) the moving side chose to keep moving, but then (3) pressed the ESC key to terminate the move, the result was that no other naval units were permitted to move. • Fixed a problem where intercepting enemy naval units during the Return to Base phases could leave other naval units belonging the moving side at sea. • Changed the code so when naval units move into a sea area, and instead of choosing a section box, the player clicks on Cancel, the naval units now all return to their starting location (a port), rather than remain “in hand”. • Cleared some internal flags so the ESC key still cancels a naval move even after a previous naval movement had used Ctrl-Left-Click to place units in a hex. • Removed some code which was preventing a group of naval units tracing a path through specific sea areas and/or ports.
Naval Transport
    • Fixed the problem with naval transports aborted from a naval combat while carrying units belonging to a different major power (e.g., Italian transports carrying German units) not being selectable from the Naval Abort Queue form. They can now be selected and the naval abort digression terminated normally. • Fixed a problem with returning loaded units back to their coastal hex when a player moves naval units into a sea area, loads units from coastal hexes onto the naval units, and then clicks on Cancel in the Choose Section form. Previously, the newly loaded units would at times move with the naval units to the naval units’ starting port instead of returning to the coastal hex from which they were loaded. • Fixed a problem with the organized/disorganized status of naval cargo at sea when returned to port during a Naval Movement phase (they should become disorganized). • Fixed several problems with loading naval transports at sea with cargo from coastal hexes. Different code executes depending on whether the moving stack could not be intercepted, had not been intercepted, and had been intercepted. The last has two branches: (1) decided to stop immediately in the sea area and (2) fought through then decided to stop in the sea area. There was also a mistake in that the code was not letting units be loaded from ports that were iced-in. • Added code to repair saved games from before 1.2.2.0 where some naval transports were shown as “Done Moving” although they hadn’t moved. This error occurred when canceling moves for naval transports when the move being cancelled involved loading cargo from coastal hexes. That problem was corrected elsewhere. This change is simply to repair older games saved before the correction to canceling naval moves involving loading cargo from coastal hexes was made.
Naval Combat
    • Fixed a problem with carriers in an intercepted stack of naval units being unable to fly temporary carriers air units (i.e., optional rule Carrier Planes OFF), during the first round of a naval interception air combat. • Fixed a problem with the return of carrier air units to their carriers after a naval air combat was incorrectly resulting in the carrier air units being destroyed (i.e., unable to find their carrier). • Fixed several bugs with terminating naval combat when: there were no attacking units, or there were no attack factors (e.g., air-to-sea factors reduced to zero by anti-aircraft fire), or there were no targets. Previously, these conditions had caused the naval combat to be terminated prematurely. That almost always denied the players the opportunity to search again. Note that if the side with surprise points chooses to Avoid Combat, then the naval combat is over in the sea area. However, if the surprise points are spent to Choose Naval Air Combat in Blizzard/Storm weather, then only the current round of naval combat is over, and the players then get to choose whether to Stay or Abort and additional rounds of naval combat may occur in the sea area. • Fixed an obscure problem when a damaged carrier returned to port and its carrier air units were placed in the Production Pool to arrive next turn. The program wasn’t checking for whether the carrier contained 1 or 2 carrier air units and at times could ‘remember’ a second carrier air unit that the carrier once held. The result was that a carrier air unit no longer on the damaged carrier was incorrectly moved into the Production Pool. • Corrected the calculation of surprise points for naval combat between a major power (M) and a minor country when the minor country is surprised by a DOW by M and aligned to a major power which is not at war with M. For example, Polish naval units that are overrun and then intercepted by Germany are aligned to Commonwealth, which is not at war with Germany during the first impulse of the game. Previously the code had been awarding zero surprise points to both sides. • Fixed a problem with a naval combat abort digression not returning to the naval movement phase once the digression was completed. The sequence that failed was: naval move, naval interception (succeeded), fight through, moving side’s search succeeds, both sides have a unit aborted, both continue to fight, both searches fail, non-phasing side’s aborted unit interception attempt (failed), both aborting units return to base, original moving units continue their move. The program now returns to the Naval Movement phase instead of remaining in a naval abort digression. • Fixed a problem where a voluntary abort from a naval combat was leaving the submarines in the sea area even though the submarines had been included in the combat. This happened if the die rolls were such that the submarines (although included) did not participate in the combat. • Fixed a problem with Vichy French naval units unable to return to base when aborted from a naval combat while Vichy France was neutral (but hostile). • Fixed a potentially fatal error when using the ESC key while naval units aborting from a naval combat were “in hand”. Now they are correctly placed in the sea area (and section box) from which they are aborting; they are selectable - and must be selected and their abort to a port completed before the game advances. • Enabled resuming games saved during the Naval Air Combat Support sub-phases of a naval combat. Previously these had halted in the Commit Subs sub-phase. Now the naval combat can be completed and additional naval combats initiated. • Enabled restoring some games that are saved in the middle of naval combat - provided that the program permitted the game to be saved (obviously) and that the naval combat was not a naval interception combat.
Stay At Sea/Return to Base Phases
    • Added a check at the start of the Stay At Sea phases for units which are unable to return to base. In accordance with the rules, any that are found are destroyed. Before this change, these units were able to remain at sea, simply going down one section box each turn. Convoys and other units capable of remaining at sea in the zero section box were able to stay there forever, even though they had no port to which they could return to base. • Tightened up the code for initializing the Stay at Sea phases. In particular, the movement of units on sentry duty is moved down one section box for the side with the initiative at the start of the first Stay at Sea phase (for the side with the initiative). Those units belonging to the side without the initiative are unchanged until the start of the second Stay at Sea phase (for the side without the initiative). Previously, units belonging to both sides were moved down at the start of the first phase, which gave the side with the initiative more information than they should have.
Air Movement/Combat
    • Added a check for when the Return From Whence feature is available for air units at sea. If the stored destination hex is invalid, then that menu item is not displayed for the air unit. • Fixed a problem with a fatal error being generated when returning carrier air units to their carriers from a Port Attack mission where Surprised Points had been used in the Air-to-air Combat sub-phase to Avoid Combat. • Fixed a couple of problems with returning carrier air units to carriers after flying missions to land hexes (e.g., ground strikes). • Fixed a problem with restoring games saved during the Air Reorganization phase. • Fixed a problem with initializing air-to-air combat during the Air Reorganization phase.
Reinforcements
    • Fixed a problem with the Reinforcements sub-phase Remove Air being repeated at times. • Changed the processing of restored games that were saved during the Reinforcement phase. The program now always starts the phase anew. However, any decisions that have been made for major powers are unchanged, so if units had been placed on the map before the game was saved, then they are still on the map when it is restored. Previously, the program would sometimes skip a major power that still had units to place on the map when a game was restored to the Reinforcement phase. • Fixed a minor problem with Reinforcements. Previously, the message informing the player that a major power had no units to place on the map could be overwritten by the next major power’s reinforcement decisions. Now the informative message remains visible until the player acknowledges it. Only then does the sequence of play advance to setting up reinforcements for the next major power. • Fixed some problems with reinforcements when a major power has no units to set up. The message is a little clearer now: the name of the major power with no units to set up is part of the message. • Fixed a problem with land units that were destroyed while Doubled by an HQ using an Offensive chit, did not have that flag cleared when returned to the Force Pool (and rebuilt and arrived as a reinforcement later with the Doubled flag still set). [b]
Other Non-cosmetic Corrections
    [/b] • Fixed a problem with the Commonwealth being permitted to reinforce various places in the Pacific (e.g., NEI, Hong Kong) because the Axis had a partisan unit in those territories. The rules say the Commonwealth can reinforce various countries in the Pacific if the Axis has a land unit in those countries. But that rule specifically excludes partisan units. This modification corrects that omission in the code. However, older saved games may still have the Commonwealth able to send in reinforcements, because once the permission flag has been set to True, it remains True for the rest of the game. • Corrected a problem with calculating garrison points for Partisans. • Fixed a problem with terminating the Weather phase when playing Head-to-head. • Fixed a problem where automatic declarations of war on countries (e.g., on Poland by Germany, on Germany by the Commonwealth and France) could occur twice (or more). • Enabled using the four letter keys on the left side of the keyboard for scrolling the detailed map. To scroll 1 hex left, press ‘a’. Up is ‘w’. Down is ‘s’, and right is ‘d’. If Caps Lock is ON, or you use the Shift key, then the detailed map is scrolled one page. For example, ‘A’ scrolls one page to the left. The code for processing these keystrokes is the same as for scrolling the detailed map using the arrow keys, with Shift replacing the Ctrl key for paging. The placement of these four characters might not be the same on all keyboards, but for QWERTY keyboards, these keys are grouped together on the left of the keyboard. • Ran several tests using customer saved games for overrun naval units being left in the hex with the enemy units that overran them. It previously had occurred when there were multiple units being overrun and the first overrun naval units were intercepted. Changes made for this version have fixed this problem. • Fixed a fatal error that occurred with creating Vichy France when earlier in the game France had conquered a governed area (territory) - for example, Sardinia. • Added several checks to avoid fatal errors when quitting the game while the Spend Surprise Points form is displayed. • Fixed a problem with destroyed pre-war existing forts (e.g., printed on the map) could be restored by creating new forts across the hexside from the old forts. For example, building a German fort across the Rhine after the Maginot forts had been destroyed could recreate a Maginot fort. • Added code to avoid recalculating supply when submarines move out to sea - since doing so can never have any effect on supply. The same change was made for air units which do not have air-to-sea combat capabilities. • Fixed a problem with the Setup Tray being off the bottom of the screen (and not visible) when the Main form is placed at the bottom of the screen. If the Main form is at the bottom of the screen, the Setup Tray’s default position is now at the top of the screen.
Cosmetic
    • Added code to completely redraw the Detailed Map when the question about intercepting moving naval units is asked. Previously the Detailed Map would only be partially redrawn, resulting in an abstract art image rather than a map. [There are still some problems with this at times.] • Forced centering the map on the sea area where an interception attempt might be made immediately prior to showing the form asking whether the player wants to intercept. Without this, the detailed map was fragmented into different parts of the map. • Fixed the problem with the detailed map centering on the starting port for a group of naval units instead of their destination when naval units enter a sea area. • Added code to clear all selectable units at the end of the Naval Reorganization phase. Previously, some units would wrongly be selectable in subsequent phases. • Trimmed the descriptions of the oil locations in the Use Oil form so it is easier to see where oil points are being sent. • Corrected the display of the name of a temporary carrier air unit so the name of its host carrier is not split into 2 or more pieces when there are blanks in the name (e.g., Ark Royal). • Modified the message for naval air combat when the number of air-to-sea factors has been reduced to zero (e.g., by anti-aircraft fire), so the player is informed that there was no air-to-sea attack. Previously, the message had said that there were no targets. • Fixed a typo in the Help message for trace supply.
[/ul]
chemkid
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by chemkid »

.
gravyhair
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by gravyhair »

Epic! :-D
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Cataphract88
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by Cataphract88 »

Wow! You have been busy, that is some list. Thanks for the support.
Just wondering what you have planned next?
[:)][:)][:)]
Richard
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by Shannon V. OKeets »

ORIGINAL: cataphract88

Wow! You have been busy, that is some list. Thanks for the support.
Just wondering what you have planned next?
[:)][:)][:)]
I'm working on NetPlay-specific bugs. The next Public Beta (version 1.3.0.x) should have NetPlay operational.
Steve

Perfection is an elusive goal.
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Cataphract88
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by Cataphract88 »

ORIGINAL: Shannon V. OKeets

ORIGINAL: cataphract88

Wow! You have been busy, that is some list. Thanks for the support.
Just wondering what you have planned next?
[:)][:)][:)]
I'm working on NetPlay-specific bugs. The next Public Beta (version 1.3.0.x) should have NetPlay operational.
It's all coming together. [&o] [&o][&o]
Richard
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jusi
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by jusi »

Thanks for this new release and for improving the "Change history" text by separating clearly the different sections.
Julien
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by joshuamnave »

Broken. Screws up US Entry from turn 1. Install at your own risk.
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Courtenay
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by Courtenay »

For some reason, if you save the game in Weather, just before the German DOW on Poland, exit, and restore, the game operates correctly. If you run straight through, or save the game in Initiative and restore, you get two sets of US entry rolls. Weird.
I thought I knew how to play this game....
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Cataphract88
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RE: New WiF Public Beta Update v1.2.2.8 Now Available!

Post by Cataphract88 »

ORIGINAL: Zartacla

Broken. Screws up US Entry from turn 1. Install at your own risk.

I was just about to as well.

Richard
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Andrew Loveridge
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RE: New WiF Public Beta Update v1.2.3.2 Now Available!

Post by Andrew Loveridge »

Updated and new file v1.2.3.2 available with these changes:

Fixed a problem with land units that were destroyed while Doubled by an HQ using an Offensive chit, did not have that flag cleared when returned to the Force Pool (and rebuilt and arrived as a reinforcement later with the Doubled flag still set).

Fixed a problem with terminating the Weather phase when playing Head-to-head.

Fixed a problem where automatic declarations of war on countries (e.g., on Poland by Germany, on Germany by the Commonwealth and France) could occur twice (or more).
AlbertN
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RE: New WiF Public Beta Update v1.2.3.2 Now Available!

Post by AlbertN »

• Fixed several bugs with terminating naval combat when: there were no attacking units, or there were no attack factors (e.g., air-to-sea factors reduced to zero by anti-aircraft fire), or there were no targets. Previously, these conditions had caused the naval combat to be terminated prematurely. That almost always denied the players the opportunity to search again. Note that if the side with surprise points chooses to Avoid Combat, then the naval combat is over in the sea area. However, if the surprise points are spent to Choose Naval Air Combat in Blizzard/Storm weather, then only the current round of naval combat is over, and the players then get to choose whether to Stay or Abort and additional rounds of naval combat may occur in the sea area.

This seems to still affect Port Strike when the AA lowers to 0 the Sea Attack factors, getting the game stuck in an eternal empasse!
CanInf
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RE: New WiF Public Beta Update v1.2.3.2 Now Available!

Post by CanInf »

Hurrah! just in time!!!
thank you!
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Omnius
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Unlimited Divisions Still Broken?

Post by Omnius »

It looks like the unlimited divisions bug that reappeared in 1.215 hasn't been fixed yet in this new 1.232 version. Is that correct? I sure hope that gets fixed soon as I want to start a new game. Looks like a lot of good fixes to the naval system.

Omnius
CanInf
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RE: Unlimited Divisions Still Broken?

Post by CanInf »

If perchance, the current author of this remarkable game is flagging because it is a dreadful pain in the arse, I would say, please let me buy you a bottle of brandy at your local pub! Trust me, any excuse to get out of this -20 C hell, and 'inspire' a worthy cause...
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Cataphract88
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RE: Unlimited Divisions Still Broken?

Post by Cataphract88 »

When is this patch going to become official, and have you any more news for us? [:)]
Richard
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