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Warplan Gets a Hefty Update! - 1.00.08 Now Available

 
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Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/7/2020 1:03:45 PM   
Surtur

 

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From: The Netherlands
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Hello everyone,
We have just made the latest version of Warplan available. Version 1.00.08 of Warplan is one of the biggest updates yet, bringing new content, fixes and changes for you to enjoy. Game rules were updated to make minor neutral powers align better with the relevant blocks when attacked, AI routines have been improved and various balance changes have been made to allow for more interesting play.

Most important however is the addition of the new North Africa Scenario. In this scenario you can take control of either the British or Axis forces during the Axis push for Egypt. This is a smaller scenario, offering a great way to get some practice and providing its own operational challenges to solve. We would love for you to try it and let us know what you think.
The full changelog can be found below.

Users of the Matrix version can download the game using the ‘Check for Updates’ button on the launcher, or by downloading the latest patch from the Matrix Games Members area. For Steam users the game will be updated automatically.


Changelog:
version 1.00.8

Change reduced Italian partisans to zero
Change Iraq aligned to the UK instead of the USSR when the Axis declares war on them
Change Cherbourg now has a non-rugged terrain to allow A.I. to take the hex
Fixed trade removal of new merchants used in convoy menu
Added yes no to saving a game
Fixed reset undo after a general is added to the HQ
Fixed neutral countries may now place airfields
Improved minor A.I. routines
Fixed minor fleet bugs previously unnoticed
Scenarios updated
Manual updated
Fixed event scripts $ChangeEntry for Spain, Portugal, Norway, Italy events
Fixed oilers and air transports are the only items that are used by the minor country for the minor country due to their logistics use. Minor country oilers are only used when the fleet is all of that minor country. Otherwise the first major power in the list of a fleet is the country who's oilers will be used on a fleet resupply.
Changed how minors show support items so it only shows the items its units use
Change to Unity Engine 2019
Updated edit unit stats in editor to only show stats that the unit type uses
Added to options window in game toggle full screen to windowed mode
Removed old intro window to WarPlan
Change fighter bombers advancements gets a boost
Change tank destroyer bonus changed from +2 to +3
Changed broke down all the French corps in North Africa to divisions
Changed the number of units France needs to keep in the colonies to prevent Italy from becoming a full Axis ally. 2 units are required in each colony except Tunisia where 3 units are required
Reduced French colony unit experience to 40% mathing main land units
Fixed invasion/disembark popup messages
Added water road logistics for Leningrad
Reduced main supply sources on map
Each country now has specific main supply sources on the map
Change the Turkish rail above Ankara to road and lowered the port size from 6 to 3 at 192,34
Change Paratroopers now lose 24% of their effectiveness when successfully dropping +8% more per enemy land unit they are next to.
Fixed undo rail move air unit wasn't returning the rail cost
Added shows game version in multiplayer challenge list (will only affect new challengers next update)
Fixed neutral major powers air units resetting their mode to support every turn the game is loaded
Fixed formatting for strategic bombing damage to make sure it matches occupier's value
Fixed air transport flying air supply in bad weather
Fixed specialty undo error
Change having scorched earth or being a major power yields partisan units on the map
Change after an invasion units will have 50% of their operation points or 2 operation points, whichever is smaller remaining
Added new resource and flag for limited supply source. This extends map supply levels like a main or port supply while not adding stockpile
Fixed air resupply infinite effectiveness bug
Fixed air unit railing on one operation point bug
Fixed naval units moving into blizzard sea areas
Fixed new researchers, hopefully
Added text line under unit stats in production to show how many are in queue.
Fixed victory points adjusted for major powers still active for time remaining in game
Fixed beach control when out of supply
Fixed raider mode working while in port for naval detection
Added Candian HQ + Guy Simonds general
Removed Canadian wargamers revolt because Canada didn't have an HQ and Guy Simmonds
Moved Greek HQ to near Athens for a better defense
Removed Yugoslavia event for joining Axis - too easy for Germans to get it 100% of the time
Added North African Campaign scenario 1941-1943
Added color/white text toggle in options for color blind players
Added ability to specific which alliance can use a naval loop
Fixed transport loss bug in naval vs transport combat
Change transports units will not be auto destroyed on a hit. They will take normal damage and triple effectiveless loss
Improved selector and unit interaction to avoid map errors
Fixed A.I. interceptors
Added blockade locations to Gibraltar and Malta - 1 enemy naval group next to the port stops all supply. 1 friendly naval group next to port allows all supplies
Change invading units now take damage for every 10 strength of defenders not every defender.
Fixed search popup
Fixed created countries will now popup units at the same turn they become a country. This mostly applies to Vichy France
Fixed Blue Division text
Fixed Kerch pass so USSR doesn't get port supply in Rostov if pass is controlled by Axis
Fixed Finland moving into USSR captured territory when neutral
Fixed stack overflow error when A.I. gets stuck trying to build units at low logistics
Moved Russian capital to Urals to prevent Lend Lease problems
Corrected repair cost for all units in all scenarios
Fixed large warship technology in 39-42 scenarios
Fixed Leningrad production due to limited supply sources
Added Ice Road label
Fixed DOW on surrendered nation
Fixed convoys via blizzard sea hexes
Fixed [ and ] now saves the scaler in the options file when you use it on the map
Changed expensive generals now are darker red with an asterisk next to their name for color blind players
Fixed air units not loading when a sub fleet is present
Fixed air ranges display
Fixed supply truck use by minors to use controllers supply trucks
Fixed general improvement text
Change advancement alteration to cost 1 production per strength on land units and air units and 2% experience on air units

###North Africa scenario
Fixed typos
Gave supply trucks to Axis
Fixed manpower and logistics issues with Italians

< Message edited by AlvaroSousa -- 9/9/2020 4:07:54 PM >


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Post #: 1
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/9/2020 12:02:23 AM   
Nirosi

 

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quote:

Added land and air units can change their advancement at a cost of 10% experience taking the lower of the two advancement levels


This does not seems to work as intended. I changed the advancement of a few of my Soviet land units and there was no experience loss, but there was a cost of 1 PP per step instead.

(in reply to Surtur)
Post #: 2
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/9/2020 3:48:33 PM   
Tejszd

 

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Thank you AlvaroSousa!

Downloaded from the members area and ran the installation which worked fine.

(in reply to Nirosi)
Post #: 3
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/9/2020 4:06:58 PM   
AlvaroSousa


Posts: 6505
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quote:

ORIGINAL: Nirosi

quote:

Added land and air units can change their advancement at a cost of 10% experience taking the lower of the two advancement levels


This does not seems to work as intended. I changed the advancement of a few of my Soviet land units and there was no experience loss, but there was a cost of 1 PP per step instead.


That is right. I changed it forgot to change it in the log. I will update it.

Only air units have a 2% XP loss. Different plane pilots need to get used to. It's in the last line of the updates.

I corrected the post

< Message edited by AlvaroSousa -- 9/9/2020 4:08:10 PM >


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(in reply to Nirosi)
Post #: 4
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/9/2020 4:09:26 PM   
AlvaroSousa


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quote:

ORIGINAL: Tejszd

Thank you AlvaroSousa!

Downloaded from the members area and ran the installation which worked fine.


Welcome.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to Tejszd)
Post #: 5
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/9/2020 4:31:48 PM   
Nirosi

 

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Joined: 9/17/2017
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quote:

That is right. I changed it forgot to change it in the log. I will update it.

Only air units have a 2% XP loss. Different plane pilots need to get used to. It's in the last line of the updates.

I corrected the post


Thanks Alvaro!

(in reply to AlvaroSousa)
Post #: 6
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 1:37:51 AM   
kennonlightfoot

 

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Joined: 8/15/2006
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quote:

Added blockade locations to Gibraltar and Malta - 1 enemy naval group next to the port stops all supply. 1 friendly naval group next to port allows all supplies


What exactly does this mean?

I put Italian ships next to Malta and Gibraltar and in the Allied turn it said the ports were interdicted. But it looked like both units in those locations were in supply (3's) and also received reinforcements.

(in reply to Surtur)
Post #: 7
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 2:27:49 AM   
AlvaroSousa


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It means I forgot to set the "small island" toggle in the scenario.


< Message edited by AlvaroSousa -- 9/10/2020 2:32:11 AM >


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Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to kennonlightfoot)
Post #: 8
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 2:35:05 PM   
kennonlightfoot

 

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I don't like "small" islands. I only want "big" islands.

(in reply to AlvaroSousa)
Post #: 9
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 3:09:12 PM   
sillyflower


Posts: 3151
Joined: 8/4/2010
From: Back in Blighty
Status: online
Interdict the Americas then

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Post #: 10
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 3:15:32 PM   
AlvaroSousa


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Good news is the resolution and map scrolling has been resolved. I am testing the current build so we can have a patch.

New section in the main menu will be added to select your resolution. It should be idiot proof.

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- Assault on Communism
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Post #: 11
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 5:43:58 PM   
sillyflower


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From: Back in Blighty
Status: online
I'm an idiot with computers so I shall be your litmus test

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Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?

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Post #: 12
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 6:25:58 PM   
AlvaroSousa


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I also lowered the [ and ] adjustments from .25 to .10 so it's more fined tuned UI scaling.

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Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
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Post #: 13
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 7:05:05 PM   
kennonlightfoot

 

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quote:

ORIGINAL: AlvaroSousa

It means I forgot to set the "small island" toggle in the scenario.


What does "blockade" do that is different from interdiction?
And what hexes next to Gibraltar and Malta are the "blockade" hexes when it is turned on?
Are there any other "blockade" hexes on the map already?

(in reply to AlvaroSousa)
Post #: 14
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 9:25:22 PM   
Omnius


Posts: 771
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Great timing! Just in time for my new game hotseat. I think that the French colony changes might make the 1939 scenario a bit less gimmicky.

(in reply to kennonlightfoot)
Post #: 15
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 10:14:53 PM   
Omnius


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I like the invasion change, Armor units were too powerful for invasions with so many attacks available after landing, made taking Malta a tad too easy for an Italian Armor unit!

Will look at the French colony changes to see how that now works. It seemed a bit gimmicky to allow the French to use the HQ at Algiers to keep Italy neutral while the whole French colony forces get to land in France. I'll have to see how this now works with garrison limits in each colony. Good change!

(in reply to Omnius)
Post #: 16
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 10:49:19 PM   
Omnius


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I like the French colony change for 1939, no more being able to move all of that army to France before using the HQ unit to trigger the Italy allied with Germany event so that France could then DoW Italy to play with its navy in the Med. I like that you made it so that France has it's colony limit at start and no more.

However I was totally stoked about the new Change Advancement button. Now I can switch those 2 German Breakthrough corps to Heavy Armor for a production cost and focus my research on only that tank tech. The extra OP just isn't worth it as I discovered that too many ops points leads to a huge loss of effectiveness and I'd rather have the extra tanks and defense especially late in the game.

I hope you can do something to make it easier to know when I've got a unit set for Prioritize Reinforcements that's covered up by another unit or two or not. It's tough to know for ground units since they're always covered by air or naval units. Right now I have to save the game before I move any units off so I can see the green plus sign or not. Then restore the saved game. It'd be nice to have you put a red icon on that button when it's on so we know to turn it off, like you did the the Repair/Upgrade units button.

(in reply to Omnius)
Post #: 17
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/10/2020 10:58:29 PM   
AlvaroSousa


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quote:

ORIGINAL: kennonlightfoot

quote:

ORIGINAL: AlvaroSousa

It means I forgot to set the "small island" toggle in the scenario.


What does "blockade" do that is different from interdiction?
And what hexes next to Gibraltar and Malta are the "blockade" hexes when it is turned on?
Are there any other "blockade" hexes on the map already?



examples.

Italy has a 1 naval grp next to Malta, Allies have none = no supplies
Italy has a 1 naval grp next to Malta, Allies have 1 naval grp next to malta = SUPPLIED


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Designer of the Strategic Command 2 products
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- Assault on Communism
- Assault on Democracy

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(in reply to kennonlightfoot)
Post #: 18
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/11/2020 3:11:27 PM   
kennonlightfoot

 

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quote:

Italy has a 1 naval grp next to Malta, Allies have none = no supplies
Italy has a 1 naval grp next to Malta, Allies have 1 naval grp next to malta = SUPPLIED


To make sure I am interpreting that correctly, this means any adjacent hex not a particular one.
And, "no supplies" means that the unit in Malta supply level starts falling to zero and eventual death.

How does this work for Gibraltar?
If Italy has fleet adjacent on the Mediteraain side it will have no supply?
But if the UK puts a fleet on the Atlantic side it will be back in supply?

(in reply to AlvaroSousa)
Post #: 19
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/11/2020 4:10:07 PM   
AlvaroSousa


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Exactly.

Gibraltar isn't a giant gun fortress.
The only thing preventing the Axis from running it was the UK navy.

But we emulate this in a game system by not allowing them to pass.

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Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to kennonlightfoot)
Post #: 20
RE: Warplan Gets a Hefty Update! - 1.00.08 Now Available - 9/11/2020 4:12:15 PM   
AlvaroSousa


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When defending vs Gibraltar the Allies should defend in Morocco and take Portugal for air and naval bases.

Considering it should be pretty easy for the UK to keep Gibraltar in supply when doing the above strategy.

Base out of Cadiz and run night missions next to Gibraltar.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to AlvaroSousa)
Post #: 21
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