1.07 finalized

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

Moderator: Ronald Wendt

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Ronald Wendt
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1.07 finalized

Post by Ronald Wendt »

Hi folks,

today i am happy to announce that we finished our work on 1.07 !

Here are the changes you can expect:

Added:

- Campaign variant of Archangelsk-Astrachan "The Eastern Front" done by Zigmunds Steins

- formations can be changed before deployment and chosen when units are recruited
- formation size now limits number of support units:
*Batallion 2x
*Regiment 3x
*Brigade 4x
*Division 5x
- formation influences refit costs (batallion as bases) : +10% for regiment, +15% for brigade and +20% for division
- variations for mountain and hill textures & meshes
- minefields can be layed or removed by combat engineers
- minefields have strength and can damage units that move onto them. Every hit reduces the strength of the minefield
- shortcut key "L" to get to the statistics screen
- shortcut key "I" to reach the list of shortcuts
- new shot effect for rocket launchers
- varying effects for different attack distances
- new marker system to differ mines, ground and air units
- landscape may influence readiness of units with these consequences:
* mountain hex:
units loose readiness by moving on it
units can not be supplied any more and loose readiness each turn they stay on it
* swamp hex:
units loose readiness by moving on it
units loose readiness each turn they stay on it
* steppe hex:
units loose readiness each turn they stay on it
- movement penalties for tanks and SP guns:
* hills +3
* swamp +2
* snow (terrain not weather) varies depending on type and time of the war:
#Soviet medium and heavy tanks +1
#Ostketten models (Tiger, Panther etc.) +1
#Pz. III/IV chassis Ostkette (1/5/1944) +1
#Pz. III/IV chassis Winterkette (1/10/1942) +2
#German small & medium chassis/Western Allies tanks/Soviet small tanks +3
* forests +1


- new equipment/units for Germany:
Combat engineers (in contrast to normal engineers for repair/building)
FW 190 A-2
Wurfrahmen 40
30cm Nebelwerfer 42
30cm Raketenwerfer 56
Panzergrenadiere
Elite Panzergrenadiere

- new equipment/units for Hungary:
38M Toldi I
42M Toldi II
42M Toldi IIa
40M Turan I
41M Turan II
43M Zrinyi II
40M Nimrod

- new equipment/units for the Soviet Union:
Combat engineers (in contrast to normal engineers for repair/building)
IS-3
MechCorps '42
MechCorps '43
MechCorps '44
M3 Lee

- new equipment for Great Britain
M3 Lee

Changed:

- reworked several menus for better readability
- reworked tooltips of unit upgrades
- ownership is displayed with a 2d icon instead of 3d flags (suggested by James Ward)
- renamed sea to water in map editor as it represents both sea and lakes (terminator)
- <tab> command has new rules and skips units that have action points but cannot do anything with it (e.g. attack is available, but no enemy in range)
- Unit values :
*Pz. III Ausf. H +4 (=12); Costs +20 (=300)
*Pz. III Ausf. J +2 (=10); Costs +10 (=310)
*Pz. III Ausf. L +2 (=10); Costs +20 (=360)
*Pz. III Ausf. N -2 (=8)


Fixed:

-Wrong designation of Bf110 G-2
-restarting a scenario with the unite armies screen cloned the units
-wrong NATO symbol for German Elite units
-missing "inferior supply" for Slovak tanks
-recruited cavlary units were labelled infantry
-changing player order in campaigns mixed up the statistic
-ground units' attack animation turned off if attacked by air and the muzzle aims into nowhere
-ambush was not detected with view=1
-Units now stop firing if annihilated
-wrong ScrollerPosition value hindered the improvement to Cavary Corps '42
-Unite armies crashes if such a mission is loaded twice in succession
-Deployment ignored auto_upgrades
-Crash if HQ is entered after the first unit was deleted (only occurred directly after deployment)
-Error in calculating upgrade costs when more than one upgrade path was possible
-Crash when units with dust are moved while particles are deactivated


A-A Campaign:

Added:

Hungarian option to Voronezh 1942

Fixed:
wrong year in Voronezh description

Single maps:

Minsk Pocket

Changed:
small OoB adjustements of Soviet units for historical accuracy


Script Editor:

- Unit and object images displayed
- Interactive solution of battle positions on the main map
- Easier handling of several functions by adding a drop-down menus instead of having to type the names
- Renaming events will not change the focus of that menu any more
- Position of values is now next to their purpose for better reading of settings
- Action can erase events
- Readiness of units can be set
- place-units command can now set position, increased radius of placement and it lists unit names
- Option for reinforcements (full strength, ammo and fuel) at the beginning of a scenario
- "No units" condition now differs between ships, aircraft, ordnance, armored vehicles and infantry
- Hints can now be removed via action
- Removed the need to type in locations of objects and units on the map for conditions

Special thanks to Zigmunds Steins and Lars "Spillblood" Scharfenberg for their contribution to 1.07 !
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Ronald Wendt
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RE: 1.07 finalized

Post by Ronald Wendt »

We have introduced a new marker system. James Ward was suggesting a 2d marker for the owner of an objcet (cities etc.) and we expanded it to add new markers for minefields and aircraft to make it easier to differ them:



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RE: 1.07 finalized

Post by Ronald Wendt »

Combat engineers can clear and lay mines - was it mentioned that moving onto hostile minefields now causes damage ?



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RE: 1.07 finalized

Post by Ronald Wendt »

GUI has been reworked, tooltips now also contain icons and less text:

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RE: 1.07 finalized

Post by Ronald Wendt »

And of course we have plenty of new units and several new combat effects. Samples of those effects caan be seen on our youtube channel Phobetor Youtube

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stormbringer3
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RE: 1.07 finalized

Post by stormbringer3 »

Great news! Any guess as to when Matrix will make it available to download? You mention fixing the description when a cavalry unit is recruited. In playing the A-A Campaign I've never seen the option to recruit cavalry units. I'm playing v.1.06. Is that option not available in the A-A Campaign?
Thanks.
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Ronald Wendt
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RE: 1.07 finalized

Post by Ronald Wendt »

Hi stormbringer,

it totally depends on their schedule how long it will take Matrix to release 1.07, which i assume is quite a busy one at this time of the year.

Germany has no cavalry recruitment at all, the units are currently given by the game. Its because the branch was rather neglected by the Wehrmacht (there were three such regular divisions).

But we could introduce cavlary regiments for the Germans as they had a few more of those. This would be the first entry in the 1.08 list then [;)]

Regards,
stormbringer3
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RE: 1.07 finalized

Post by stormbringer3 »

Ronald,
Thanks for the quick reply. I like the cavalry unit in the game and would build more. My latest A-A campaign is playing as an infantry army. I'll have no tanks. The only armor will be a couple of StuGs and later Marders as support units. My mobility is by creating Panzergrenadier units, adding halftracks to Infantry units. I'm just getting started in this so it'll be interesting to see how it goes.
I think that your support for this game is about the best in Matrix. I'm really looking forward to when your next game comes out.
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terminator
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RE: 1.07 finalized

Post by terminator »

Ronald,
Release 1.07 in download for the members in the first one ?
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Ronald Wendt
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RE: 1.07 finalized

Post by Ronald Wendt »

HI guys,

@stormbringer: thanks for the compliments. We will think about the German cavlaryy option for 1.08, it would add some interesting possibilities.

@terminator: i am sorry, but i cannot follow you ?

Regards,
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RE: 1.07 finalized

Post by Ronald Wendt »

Here is another screenshots to show the better overview you get with the new markers if you zoom out.


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terminator
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RE: 1.07 finalized

Post by terminator »

Ronald,
I am impatient to test this Release 1.07 !
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VPaulus
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RE: 1.07 finalized

Post by VPaulus »

If everything goes fine, we expect to release the update between tomorrow and earlier next week
tombo
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RE: 1.07 finalized

Post by tombo »

HAPPY HAPPY!

[:D]
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terminator
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RE: 1.07 finalized

Post by terminator »

Any hope of a release tomorrow before the weekend ?
stormbringer3
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RE: 1.07 finalized

Post by stormbringer3 »

So much for "tomorrow or earlier next week." Unfortunately, when a game is put into this "dustbin" it takes backseat to anything in the New Releases area. This games' forum has more activity than some of the games in that area. Also, Ronald Wendt gives this game more support and upgrades than a lot of titles in the New Releases area. IMO Matrix should move this game back to the New Releases area. I think that the new game upgrades awaiting for Matrix to release would justify such a move and could bring new interest and added sales.
ADMIRAL3
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RE: 1.07 finalized

Post by ADMIRAL3 »

agree gatw is better than many games in the upper area
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terminator
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RE: 1.07 finalized

Post by terminator »

I agree with comments.
It sems to be a BIG update with plenty of new units and several new combat effects !
tombo
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RE: 1.07 finalized

Post by tombo »

..any news to release?

looking forward to it

cheers.
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terminator
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RE: 1.07 finalized

Post by terminator »

I hope that the patch will go out in the days which come [&:]
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