The v1.040 Update is now available as a Public Beta via our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell. Barring any major issues being found, this one will become the official update.
You can download this as a Registered Download as long as you have registered your World At War World Divided serial number in our Members Club (click on the MEMBERS link in the top nav bar).
2. Change log: v1.040 (March 8, 2009)
This version is not save compatible with v1.030. To continue games started in v1.030, copy your AWD folder prior to installation of v1.040.
Global Glory (ver4.040): This scenario has been changed. Most notably it includes national capability offsets for unit attributes (minor nations like Rumania can build infantry, but at reduced capability), surrenders (like Italy) for German satellites in Europe, revamped surrender events for Russia and WA (with real garrison requirements), India as a separate nation with the Nationalist Uprising causing India to revert to neutral status, WR changes for Allies attacking Neutrals, and a new political event and mobilization setup to better model Finland’s part in the war.
For more information on this scenario, see the accompanying scenario description.
Global Glory ’42: this is a new scenario – all the rules and setup of Global Glory, but with a 1942 start date. In addition to being a playable scenario, this provides players with the opportunity to experiment with some aspects of the Global Glory scenario (e.g. relatively quickly set up WA or Soviet surrender events, or the Indian insurrection).
2.2. Rule Changes
Note: rule changes apply to all preexisting scenarios. The new scenario Global Glory includes all of the following rule changes, and other additional rules. See the Global Glory description separately.
Artillery and flak require ground taking units to attack: artillery or flak (which cannot take ground) will no longer fire if they advance into an enemy region without the support of at least one ground taking unit (militia/infantry/airborne/armor). This prevents gamey artillery “bounce” attacks to kill opposing units and return to starting region.
Behavior of Vichy regions when France surrenders: any French North African region containing non-French units when France surrenders will not become Vichy. It will remain unchanged (e.g. remain WA controlled if non-French WA units are present). This can only occur if Southern France is somehow unfrozen.
Southern France unfreezes for Mediterranean war: the moment the war hits the Mediterranean, Southern France and French North Africa will unfreeze. I.e., if Spain, Italy, Yugoslavi, Greece or Turkey are at war, Southern France unfreezes.
French fleets on French surrender: Generally French fleets have a 20% chance of moving to England to escape disappearance (unchanged). Now, fleets that are at sea have a 50% chance of surviving and transfering to England. French fleets that are not frozen have some additional value and are not such prime candidates for suicide missions.
Note: Mod-ability features are listed separately.
View national flags on all units option: Preferences screen option to enable viewing national flags on all units (recommended for playing Global Glory which emphasizes nations more with capability offsets and surrenders).
Select screen resolution: new capability to run the game with any resolution from 1024x768 to 6400x4800 pixels, selectable on the Preferences screen. Note that game window graphics are designed for 1024x768, the larger resolutions will entail some black fill.
Unit view mode enhancements: added some unit history to the view mode (hit key ‘v’). Shows when unit created/built/repaired. Also shows national capability offsets if appropriate (Global Glory only).
Retreat metric in region popup: the metric computed to determine which possible region will be used for retreat is now shown explicitly to the player in the region popup. The retreat metric is randomly determined as x+die(x), where x is determined from population, factories, and rail in the candidate region and adjacent. The random value is evaluted per unit, so units might now retreat to more than one region.
2.4. Bug fixes
This is not a complete list. There are several small bugs with little visibility which are also fixed.
Crash on encountering incompatible save: Added some checking for save file capability. Should no longer crash.
National control: fixed some issues with national control. If a region started French, was captured by Germany, then recaptured by the WA, the infrastructure used to appear as a USA nationality instead of French. This wasn’t often visible before the new feature to view all unit nationalities. It has been cleaned up.
Japanese a-bomb surrender: fixed bug where after the a-bomb was attained by the Allies, an invasion of Japan would no longer cause Japan to surrender.
Amphib through canal: amphibious assault movement through canals will now always be allowed. Previously, a bug made it inconsistently allowed some times and not other times.
CAGs targeting transports: there was an issue with CAGs targeting if only enemy transports are present; the CAGs would gang up on the first transport instead of distributing fire. This is corrected.
Damaged unit trace to factory requiring strat move capacity: in certain unusual corner cases, damaged units would not trace to factory unless there was transport capacity available. This is corrected.
Rail moving factories: removed the limitation that factories could not be moved again after they have been moved to a region (moving to a region, then moving again, might be necessary for the player to specify a particular route and could not previously be done).
Note: for more details and how to use mod-ability features, peruse the data files. An attempt was made to thoroughly comment each feature. This is a partial list.
MAJOR CHANGES TO FILE STRUCTURE: the data file structure has undergone major changes to minimize upkeep difficulties and bug potential. Data that is used in several places is now defined in a single location, and “include file” mechanisms make it easier to mix and match files to differentiate where desired while using common base files.
National capability modifiers: adjustable unit attributes per unit type and per nation. Global Glory uses this only for -1 on all combat attributes of “minor” nations, but more flexibility is available for modding. Note that in-game UI support for more complex settings may not be adequate.
Insta-unit mobilization: added capability to spawn units of any type, not just militia, when a nation is attacked. This is used by Global Glory to give Finland infantry when attacked.
Political event probabilities for bombing and disconnect: changed the implementation of probability adjustment from bombed factories to allow a running average instead of just infinite accumulation (this is used by Global Glory for the “Blitz” bombing of UK). Also added a probability adjustment for lack of strategic movement link between regions (used by Global Glory to increase odds of WA surrender if England is isolated, or Indian uprising is India is isolated).
War readiness adjustments: most war readiness adjustments are now modable. E.g. for German garrison in W Poland, WA attacking neutral, Axis attacking neutral, etc.
Political event ability to set nations neutral: new capability used in Global Glory to neutralize Finland (if it makes peace with Russia) and India (if there is a nationalist uprising).
Political event set garrison: new ability for a political event to create new garrison requirements, which can be dependent on the map state (e.g. adjacent to an enemy region, location unknown a priori). Used in Global Glory for Soviet and WA surrender events.
** edit by wanderinghead to add formatting for readability **
< Message edited by WanderingHead -- 3/13/2009 5:25:00 PM >