Time of Fury v1.02 Changelog

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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Scott Parrino
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Time of Fury v1.02 Changelog

Post by Scott Parrino »

We are happy to announce the release of the v1.02 update for the turn-based grand strategy game Time of Fury. The update itself is massive, containing gameplay adjustments such as supply changes, UI changes, and AI fixes.

The AI gets a slight boost in making itself more challenging, with the AI considering reinforcements to units sooner and USA AI trying to land in Africa as long as it is not at war with USSR to follow closer to historical timelines. A number of changes that are in the update affect the air and sea war, such as if a fleet is supporting a convoy only if it follows certain rules and the ability to see air superiority and range.

To get the update, click here to go to the downloads section or select “Update Time of Fury” from the game menu.

Below is the full changelog:

Fixes
  • All icons on the battle window now moved correctly together with the window.
  • Fixed wrong trigger in lend lease event for Soviet Union. (9201)
  • Fixed wrong entry in CRT for land battle attacker losses with odds 7 to 1.
  • Fixed error in splitting units, now they can be split properly according to the unit’s level
    and technological level.
  • Mulberry harbors are now saving and loading properly.
  • Small fixes to adjust GUI.
  • Fixed problem with doubled convoys routes.
  • Fixed typos in couple of events.
  • Fixed wrong assigned unit types in events for Germany.
  • Fixed some typos.
  • DAL units are now popping up properly.
  • Fixed additional information in sprites plus units' skin.
  • Fixed problems with declaring war by AI to allied nations.
  • Mulberries are now ignoring supply rules as sources of supply.
  • Description clarifying end of tutorial.
  • Fixed problems with wrong distribution of supply for units supplied via convoys.
  • Fixed CTD caused by the AI trying to garrison cities already occupied by the allied unit.

Features
  • Possibility to scroll reports one by one with the arrows.
  • Added new modifier changing effectiveness of armored units in cities (both defending
    and attacking).
  • Added visible range for air units.
  • Possible to check the range after rebase of selected air unit, by holding the SHIFT button
    when selecting rebase target.
  • Possibility to fully reinforce air units by pressing L button.
  • Possibility to check hexes where the amphibious invasion is possible by pressing F9.
  • Pressing TAB, also now selects air units with movement points.
  • Air superiority is now visible, which allows planning air operations and redirect fighters
    to protect the sky.
  • Pressing CTRL + TAB will now select previous unit.
  • Safe distance modifier for the air units now moved to consts.ini file.
  • Fighters can now be turned off from performing interception.
  • Increased speed of enemy turn, now the game is not going to wait for information about
    enemy units (like reinforcements etc)
  • Most of the reports are now jumping to the event location.
  • New upkeep system implemented, now the cost of upkeep threshold is calculated based
    on the unit’s strength, not unit’s number.
  • Cost of repairing naval group is now visible.
  • Fleet is now supporting convoys with following rules: If an STP is going to be lost by
    raiders activity, every group in fleets which are operating in the same Sea Zone where the
    attack has been made, which are set to engage mode has got chance to 'save' STP
    destroyed by raider. Chances for specific units are: Carrier 5%, Battleship 2%, Cruiser
    3%, Light Carrier 2%, Escort Carrier 4%, Fleet Carrier 6%, Small Battleship 1%, Battle
    cruiser 2%, Super Battleship 3%, Heavy Cruiser 3%, Light Cruiser 2%, Auxiliary Cruiser
    1%, Long Range submarine 1%.
  • Possibility to lock maximum effectiveness for land units. Country customizable through
    consts.ini files.

Gameplay
  • Changes supply system. Now units are taking supply from the city which will provide
    them highest amount of supply instead of nearest city.
  • Confiscated vehicles event now also set to be triggered for human player also
  • Paradrop basic range value, reduced to 9 (was 12).
  • Friendly units adjacent to the defender, now are supporting the defending unit with % of
    own strength.
  • Changedvalues for air strike on sea zone effectively, now chances for double losses are:
    default 13%, Germany 11%, UK and USA 18%; now chances for destroying enemy
    vessels are: default 6%, Germany 5%, UK and USA 7%.

GUI
  • Game won't run in windowed mode equal to desktop display resolution.
  • Next and Previous units buttons added.
  • Added icon informing about units ready to deploy.

AI
  • French AI in 1939 campaigns will now attack the enemies.
  • AI fleets now reduces time on sea of its fleets.
  • Now possible to override the AI to perform amph assault despite lack of advantage in the
    sea zone.
  • The AI will try not to use the armored units for garrisoning the cities.
  • AI will now reduce the number of units concentrated behind the front.
  • English vessels more willing to avoid enemy bombers.
  • USA AI will now try to land in Africa as long as not at war with USSR (5330)
  • AI will consider reinforcements earlier (90% of strength instead of 98%)

Events
  • New event method added Country.GetOverrideNavalSupremacy (int countryID, int value)
  • New event method added Country.SetOverrideNavalSupremacy (int countryID, int value)
  • End of Vichy event now trigger more randomly (15247)
  • FirePartisans event method is now working on the same country.
Scott Parrino
Public Relations Manager
Slitherine/Matrix Games
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Rasputitsa
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RE: Time of Fury v1.02 Changelog

Post by Rasputitsa »

Thanks, been looking forward getting this update. [:)]
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RE: Time of Fury v1.02 Changelog

Post by doomtrader »

It took as longer than we wanted but personally I think it was worth to wait for this patch.
The fixes, changes, and especially new improvements should make this game even better.

Again, we are going to continue to hear your voice in terms of upgrades of this game and hoping to release one more patch this year.
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RE: Time of Fury v1.02 Changelog

Post by borsook79 »

ORIGINAL: doomtrader

It took as longer than we wanted but personally I think it was worth to wait for this patch.
The fixes, changes, and especially new improvements should make this game even better.

Again, we are going to continue to hear your voice in terms of upgrades of this game and hoping to release one more patch this year.

Is the final patch any different from the last beta?
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RE: Time of Fury v1.02 Changelog

Post by Hairog »

Looks good Doom. I'm going to try it on my netbook computer. I hope it has enough power. We'll see.

Thank you for keeping this game alive and improving it. As I always said this can become a classic like The War in the Pacific. Keep up the great work.

Any chance of porting this to an Android tablet like the one I'm on now... Asus Transformer or even ... gag... an Ipad??
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RE: Time of Fury v1.02 Changelog

Post by doomtrader »

We did really not checking the possibilities yet, but honestly I think that the chances are rather minimal, due to the the age of the engine, it's complexity and also the GUI which was never designed as one capable to be played on touchscreen.
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RE: Time of Fury v1.02 Changelog

Post by Hairog »

It's a huge new market. The War Gamer has a forum for "mobile gaming". check it out.

http://www.wargamer.com/forums/threads.asp?f=286
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RE: Time of Fury v1.02 Changelog

Post by wodin »

Yes it's a big market but beyond the engine. If it had been possible I'm sure it would have been ported.
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RE: Time of Fury v1.02 Changelog

Post by mkjhartmann »

IMHO opinion gaming will be moving largely to tablets. It's just more fun and easier, and the processors, memory and video capabilities are improving a dramatic rate.

The days of the $50 game are numbered. High end titles will go for around $10.

Just my 5 cents.

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RE: Time of Fury v1.02 Changelog

Post by doomtrader »

I've got nothing against selling the games for 10$ at the release date. We just need you to buy 5 times more of them.
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RE: Time of Fury v1.02 Changelog

Post by Anguille »

This is great...downloading tonight!
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RE: Time of Fury v1.02 Changelog

Post by marklv »

This patch has a fundamental error. All the strengths have increased ten times - so that divisions that should be 11,400 strong are 114,000 strong!! [:@]

Do they not test before relasing this crap? [:@]
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RE: Time of Fury v1.02 Changelog

Post by whogg »

Agree with last post. Need to fix numbers bug big time, as it makes the game unplayable!!!
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RE: Time of Fury v1.02 Changelog

Post by doomtrader »

ORIGINAL: marklv

This patch has a fundamental error. All the strengths have increased ten times - so that divisions that should be 11,400 strong are 114,000 strong!! [:@]

Do they not test before relasing this crap? [:@]

You know those values are cosmetic and do not affect the gameplay at all?
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RE: Time of Fury v1.02 Changelog

Post by whogg »

They are not cosmetic, I buy these types of games for their simulative capacity, and how close they come to reality. 650000 man corps and 115000 man divisions are not reality.
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RE: Time of Fury v1.02 Changelog

Post by doomtrader »

Actually those values are cosmetic.
Surely be fixed in next patch.
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RE: Time of Fury v1.02 Changelog

Post by Rasputitsa »

ORIGINAL: doomtrader
Actually those values are cosmetic.
Surely be fixed in next patch.

Therefore the strength point calculations on which combat results are based should be unaffected, but does the casualty figure presentation error carry forward into the total casualty figures in the report section. [:)]
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RE: Time of Fury v1.02 Changelog

Post by JLPOWELL »

By cosmetic Doom means the effect on any game results is zero which is surely true. The value (for game play decision making) of the casualty reports is pretty minimal even when working properly (the 'game feel' value is certainly there however). I haven't looked yet, but I have played the game a fair amount and the effect of this bug appears to be very minor. Been waiting for 1,02 quite a while. looking forward to giving it a try.

ORIGINAL: doomtrader

Actually those values are cosmetic.
Surely be fixed in next patch.
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