Below is a DropBox link to HotPatch version 04.02.03.02.
https://www.dropbox.com/s/0vulxahkupke0 ... 2.zip?dl=0
DropBox is easy to use. You just go to the link (it is https:/www.dropbox.com link).
Within the zipped file are: (1) the new version of MWIF.exe, and (2) the Release Notes for that version.
Note that to use this Hot Patch you have to have installed the Public Beta 04.02.00.00 and Hot Patch
==================
Release Notes for Hot Patch Version 04.02.03.02
(changes since 04.02.02.00)
All Modes of Play
Scenarios
1. Fixed a problem in Barbarossa where a recent change to support NetPlay (all scenarios) was causing the program to halt on the Neutrality Pacts form at the end of a turn, and also when advancing to the next phase. The latter case was halting during the DOW phase.
Optional Rules
2. Fixed a problem with not being able to set up a City Based Volunteer in an off-city hex when its designated hex for placement was fully stacked.
3. Added code to prevent France from building city based volunteers until after Free France has been created.
Reinforcements
4. Added code to check for naval replacement units during the reinforcement phase so only replacement units still in the Future Force Pool are considered. This solves a problem with later scenarios where replacemnt units are part of the unit setup lists.
5. Fixed a problem with placing the AOI territorial unit reinforcement in a city.
6. Added a few lines of code so any division placed on the map when a corps/army sized unit is broken down, arrives organized.
Land Operations
7. Added a check for invalid Land Combats and eliminated them when found. This situation is extremely difficult to recreate, since it only happens in a NetPlay game when one side does not fully process the last Land Combat. The game continues correctly thereafter, but when it is restored later, one of the computers has data that indicates that a land combat has not been fully resolved. This change cleans up that little mess.
8. Fixed a problem where Nationalist Chinese and Communist Chinese units were able to cooperate on land attack, amongst other things.
9. Fixed a problem with relocating units when they have been forced to relocate during the Rail Movement phase.
Naval Operations
10. Corrected the Naval Interception form so it shows the maximum section box correctly, instead of the maximum movement points for the naval stack.
11. Added a couple of lines of code to close any open informative forms prior to displaying the Naval Combat Include form - which is used for multiple purposes: (1) select section boxes to include in a sea area combat, (2) choose the sea area combat type, and (3) decide whether to abort or stay for further rounds of combat in a sea area. The last occasionally caused a minor problem for NetPlay games, preventing a manual save of the game before making that decision.
12. Fixed a problem with moving naval units from a port where they are out of supply, into a sea area where enemy units can attempt an interception, and the interception is either not attempted or fails, so that now the moving naval units suffer both the 1 movement point loss for starting out of supply, and a second movement point loss for entering a sea area where enemy units can intercept them, and there are no friendly units. The latter cost is for the optional rule “In the presence of the enemy”. Prior to this correction, the moving naval units were only suffering a 1 movement point penalty, instead of 2.
13. Fixed a problem with destroying two or more naval units which were forced to rebase but had no available rebase hexes. Destroying them one at a time worked. This corrections means a stack of units can be destroyed all at once.
Supply
14. Fixed a bug in tracing a Basic supply path greater that 1 hex from a port to a primary supply source. This was causing some overseas units to be out of supply which needed to find primary supply 2 or 3 hexes inland from a port.
15. Fixed a problem with the Axis propagating overseas supply through Gibraltar (when it is Axis controlled).
16. Fixed a problem with the form that displays Supply Sources and Routes. It had not been showing the capitals of conquered minor countries which trace supply to a major power that cooperates with the conquering major power.
17. Fixed a problem with tracing overseas supply through the Eastern Med for Italy when the conquered Greek city of Athens must be used.
18. Standardized and optimized the supply search routines for overland routes: from units to ports, ports to supply sources, supply sources to supply sources, and units to supply sources. These improvements shaved roughly 5% off the calculation time for determining supply.
19. Fixed a problem with finding overseas supply for France when: (1) it has a new home country, (2) Vichy France does not exist, and (3) France does not cooperate with any other Allied major power. The bug was buried in the routine to determine maximum basic path hexes for major powers. As has happened before, in trying to reduce the search time for finding supply, a situation had occurred where the program did not find a viable supply path.
20. Fixed a problem with overseas supply taking a long time to calculate for an incompletely conquered France. In this instance, the program was trying to use the Caspian Sea for tracing supply for France to Dakar in Senegal. There was code to prevent that search from occurring but it was only in 1 of the 2 places where it was needed.
21. Fixed a problem with tracing basic path supply overseas to Baku in the Caspian Sea.
22. Fixed a problem with supply calculations taking too long. Incompletely conquered France, with a new home country in, say, Western Africa should not attempt to find supply back to its new capital from ports in the USSR or Scandinavia. Indeed, no ports in Europe should be investigated unless the new capital is in Syria, Tunisia, Algeria, Morocco, or Yugoslavia.
23. Fixed another problem with supply calculations taking too long. The program was searching for a path from ports to a Commonwealth primary supply source from ports in Scandinavia, the Balkans, Greece and Turkey. No port in those countries is ever going to be able to reach a city in India (primary supply for the Commonwealth), so the searches shouldn’t even be attempted.
24. Fixed an obscure supply bug where Mao was unable to trace supply to a Chinese city controlled by Communist China once Japan was conquered and China became neutral.
25. Fixed a problem with finding primary supply cities for China when Japan has been conquered and China is neutral.
26. Fixed a supply problem where if France is incompletely conquered and its new home country is in equatorial Africa, the program no longer tries to find a path from ports in Iraq and Persia to the new French capital. I had corrected the same problem earlier this year for ports in Scandinavia, the Baltic States, and the USSR. The effect of this change is to drastically reduce the time the program spends recalculating supply under the above circumstances.
Peace
27. Fixed a rare problem in the Conquest phase where one computer in a NetPlay game was having trouble processing the conquest of a “governed area” - e.g., the Mariana Islands.
28. Fixed a problem with collapsing Vichy France where the red factory in Lyon was not being converted to a damaged factory controlled by the Axis. Now the Axis is able to use the red factory - although the Axis has to repair it if playing with the optional rule for Factory Construction and Destruction.
29. Fixed a problem with conquering a new home country for a minor country/major power where the conquered country has another viable/aligned minor country that can become its new home country. The rules are quite explicit that a country is only completely conquered when it has no aligned minor countries that can become its new home country.
Game Save/Restore
30. Added code to the routine that restores saved games to repair NetPlay saved games that have missing unit data. This problem occurs when building units (probably pilots or convoys). The unit count recorded in the saved game file is higher than the number of data sets for the units. With this correction, the unit count now matches the actual number of units with data sets.
31. Added a few lines of code for restoring saved games to change the controlling major power of partisan units when their current one is completely conquered. For example, if a partisan is controlled by France, and France has been completely conquered, then the controlling major power is changed to a different Allied major power, This enables the partisan unit to be destroyed in land combat.
Cosmetic
32. Modified some code for removing informative messages from the screen when about to show a new informative message. My last iteration to avoid requiring the player to respond to older messages did not close the form in the standard manner. Now the old message on the form is cleared and the form closed normally.
33. Fixed a newly created problem with displaying the Simple Message form. A recent change cleared forms that were presently displayed (e.g., no Allied targets in a naval combat). The sequence in which forms were being cleared generated a Mad Except error at times in NetPlay games.
34. Removed some of the recent changes to automatically close informative messages, such as “No Allied naval targets”, “No anti-aircraft fire”, etc. Because some of these routines incestuously referenced similar calls to display informative messages, the program was freezing at times when executing NetPlay games.
35. Modified some code for clearing informative message prompts so the program no longer generates spurious Mad Except errors.
AI Opponent
36. For the AI Opponent, added a set of variables for how many of each air unit type is available during setup. This change required adding this information to the saved game files (GAM). The program can still restore older saved games, as before. The AIO uses this new data when selecting which air units go into the Reserve Pool (when playing with the optional rule Pilots) or how many air units are returned to the Force Pool (when not playing with Pilots).
37. Coded the AIO to select the best of the air units when the number available is greater than the number that can be placed on the map.
38. Made numerous changes to parsing AIO scripts. The program now correctly identifies logical lines within the script and echoes them back when Test LAIO Scripts is used. It can be found at the bottom of the Debug drop down menu on the main form.
39. Made some corrections to the AIO parser code so it understands a few more lines of the test LAIO script for setting up Barbarossa - that Peter and I am working on.
40. For the AIO playing the USSR in Barbarossa, added code to always place the USSR submarines in Leningrad and the naval transport in Sevastopol.
41. Added code for the Debug drop down menu for units during Setup. It now shows both the Setup Group Index and the Combat Value for the unit. The later is only used by AIO.
NetPlay
42. For NetPlay, added code so when China is conquered, it is marked as completely conquered on both computers.
43. Made some changes to avoid a rarely occurring non-fatal error at the end of resolving the last land combat when playing via NetPlay.
44. Added some code to remove informative messages when the Surprise form is displayed and also when the Abort/Stay from a naval combat form is displayed. This is primarily for NetPlay games where the lingering forms get in the way of understanding what is happening on the screen.
45. For NetPlay, modified Search and Seizure so it doesn’t skip the phase when playing using NetPlay.
hot Patch 04 02 03 02
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.
Moderator: Shannon V. OKeets
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RE: hot Patch 04 02 03 02
Is this hot patch all encompassing?
My version lists: 3.0.2
Or is there a set path of installing patches and if so what order and where to get them?
My version lists: 3.0.2
Or is there a set path of installing patches and if so what order and where to get them?

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
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RE: hot Patch 04 02 03 02
Post by Angeldust2 »
Yes, there is an exact description on what to do to install this patch. It is described in the first lines of the post you replied to in order to place your question!!
You need first to install Public Beta 04.02.00.00, then you copy in Hot Patch Version 04.02.03.02
You need first to install Public Beta 04.02.00.00, then you copy in Hot Patch Version 04.02.03.02
RE: hot Patch 04 02 03 02
No, it is not. It is just the executable and release notes. You must install the 4.02.00.00 Beta first from here,ORIGINAL: Zovs
Is this hot patch all encompassing?
My version lists: 3.0.2
Or is there a set path of installing patches and if so what order and where to get them?
https://www.matrixgames.com/forums/tm.asp?m=4891377
, then copy this executable to your installation directory overwriting the old one.
Thank you Shannon!
RE: hot Patch 04 02 03 02
Thanks all for the links and help. All beta patched up.

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
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