New Public Beta v2.1.0.3 for WiF

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
Posts: 538
Joined: Mon Jul 20, 2009 1:47 pm

New Public Beta v2.1.0.3 for WiF

Post by Andrew Loveridge »

Hi Everyone,

The next public beta for World in Flames (v2.1.0.3) is now available in the Members Club

Please check it out and note any new issues with the listed changes.

Change History:

Version 2.1.0.3 – November 6, 2015
    Choose Action[/b] [ul]
  • Fixed a problem with deciding which side goes first when the Axis gets to reroll and decides not to reroll [this problem was introduced with version 2.0.2.3].
Air Operations
  • Eliminated the ability to return air units to base in an enemy controlled hex. This had been possible during Ground Support missions and explains why there were games with both Axis and Allied units in a hex during non-combat phases.
  • Fixed a problem with Anti-Aircraft Fire aborting a Ground Support bomber during the phasing side’s Anti-Aircraft Fire sub-phase.
  • Changed the code so land based air units that return to base during a Return to Base phase become disorganized.
Land Operations
  • Fixed the problem with not being able to Undo moves into the hex adjacent to Hongkong.
  • Fixed an obscure problem where German Peacekeepers could not be attacked in Rumania by USSR units from South Dobruja.
  • Fixed a problem with removing a unit from a land attack when multiple major powers were attacking, whether multiple major powers were attacking was not being recalculated. For example, if both German and Italian units were attacking a hex while still in the Declaration of Land Attack phase the attacking player decided to not use the Italian units in the attack, the program was incorrectly still inflicting the -1 Die Roll Modifier on the 2D10 table for multiple major powers participating in the attack.
Naval Operations
  • Fixed a problem with the end-of-phase buttons sometimes being disabled during the Naval Movement phase (e.g., after skipping some major powers).
  • Fixed a problem with the end-of-phase button being disabled after ending a naval interception digression that had followed an overrun digression.
  • Fixed the problem with loaded/loading naval transports when passing through ports. That is now possible, provided that a digression is not being executed. For example, if forced to abort from naval combat, a transport cannot pass through a port to pick up cargo and then exit the first port and continue on to a second. However, that would be possible (given sufficient movement points and range) during a normal Return to Base phase. Note that naval units that end their move in a port during the Naval Movement and Return to Base phases might not be marked as disorganized until the phase is ended by all major powers on the phasing side.
  • Fixed a problem when: if no organized unit on the non-phasing side is capable of initiating combat in a sea area, the fact that an enemy unit has attempted an interception in the sea area was being ignored. Now units on the non-phasing side that have attempted an interception can initiate combat in a sea area, provided that a non-submarine unit on the phasing side has moved into or within the sea area. Note that if a unit on the phasing side has merely moved through a sea area, then combat cannot be initiated in that sea area by the non-phasing side.
  • Fixed a problem so a unit loaded from a coastal hex onto a naval unit moving to a lower section box in a sea area no longer becomes disorganized.
  • Fixed the error where it was possible to reuse shore bombardment points simply by undoing and redoing the shore bombardment by naval units.
Conquest
  • Fixed several problems with complete conquest to avoid a fatal error when determining whether a previously valid supply path for a captured unit is still valid (i.e., when there are no primary supply sources).
  • Fixed a problem with complete conquest when deciding disposition of convoys and other units that are created dynamically (e.g., forts, partisans).
  • Fixed a dozen problems with the complete conquest of Germany when Germany still has numerous units on the map. The saved game with which I was testing still had Vichy France intact, with no one at war with Vichy France.
  • Fixed a problem with the complete conquest of the Commonwealth - the last major power on the Allied side.
  • Cleaned up the last of a trio of problems with the liberation of China.
Save/Restore Game
  • Added a line of code to avoid a rare non-fatal error when restoring a saved game during strategic bombing.
  • Added a check when restoring saved games that no naval combat is “in progress” when that is impossible given the phase of the game (e.g., during Initiative, Land Combat Declaration, etc.).
Other
  • Modified the message about saving build points so the player knows that the location for where each build point is saved isn’t decided until after all major powers complete production.
  • Fixed a problem with Use Oil where the program was searching for a path through all of the USSR trying to connect hexes in United Kingdom to oil in Kuwait. My solution was to limit the path to 10,000 hexes or less. After that allotment is used, the program assumes there is no path. This should also improve the search time (marginally) for the Use Oil phase calculations.
  • Added a check so units on the same side are never considered enemy units.
NetPlay
    [u]DOW[/u]
  • For NetPlay, fixed a problem in the DOW subphase Setup Attacked Minor when a major powers on one side DOW’d a major power and also a minor country such that the DOW’ing major power needed to set up its reserves and the attacked minor country needed to setup its units. Under these precise conditions, the program was halting with the minor country’s Setup Tray not appearing.

    Air Operations
  • Fixed a problem with the program stopping when both sides abort from an air-to-air combat.

    Land Operations
  • Fixed a problem with not all land combat losses being removed from the map on both computers.

    Naval Operations
  • Fixed a problem where naval interceptions were halting the game.
  • Fixed a problem with intercepting naval units causing future interceptions to not be processed correctly.

    Save/Restore Games
  • Saved games should not be made during Production - except at the very beginning of the Production phase when all major powers on both sides still need to decide about Production. Restoring saved games made after one or more major powers have completed the Production decisions can result in the program halting at the end of the Production phase. Note that this only applies to NetPlay games.

    Other
  • Made a couple dozen changes for processing unique decisions: New Home Country, Surrender, Claims, Hex Control (after liberation), and other places where one major power decides Yes/No in the middle of other processing. This fixes problems with the program getting out-of-sync on the two computers.
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