Update 1.01 made official!

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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Vic
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Update 1.01 made official!

Post by Vic »

Hi all,

We have made the beta patch official! You can use the "check for update" function in the launcher menu, or use this link:
ftp://ftp.matrixgames.com/pub/DecisiveCampaignsBarbarossa/DCBarbarossa-UpdateComp-v101.zip



Save files are fully compatible and you can continue your old games without worry, but in order for big part of the fixes/additions to come in effect you'll have to start a new game with 1.01.

v1.01 / Scenario version 1/12/2015-Vic / Internal scenario version 16

Added
-Friends and Foes report (Past history) now shows in relationship section of report tab for reference rather than just on the first turn.
-List of Cities lost or captured by date and theatre added to the end of game analysis and PDF's
-Video on how to mod the TO&E : http://www.vrdesigns.nl/?page_id=1198

Changed
-3 hexes added to East Prussia on map. Units and Soviet AI deployment routines adjusted accordingly.
-Soviet fortification card disabled if entire map is mud or snow
-SS Motorised Divs Heavy Inf increased from 7000 to 8000
-PG HQ staff increased slightly
-Improved dynamic text on Soviet 'Change Orders' card to make it's status clearer.
-AGN starting fuel bonus lowered from 6000 bbls to 4000.
-Soviet AI now has some limited flexibility of which front to deploy certain reinforcement armies.
-Finetuned the victory point influence that LOST cities have on the Soviet AI.
-Finetuned the HOLD/ATTACK Stance for fronts. In special cases the AI will be more aggressive and will chose an ATTACK stance where it used to chose a HOLD stance.
-Various other AI finetunes
-German staff will gain experience at a slightly slower pace in the later rounds.

Fixed
-Brest removed from 'Garrison' card text (automatic major garrison at Brest, no need to play the card)
-Stalin's missing bio added (deleted when reloaded Soviet Officer Lib)
-Soviet units not reporting AP effect of severe weather when asked to Report Status! (no change to game play effect) is fixed.
-T-26 description typo is fixed.
-Relationship #'s in German Command tab tool tips now correctly updated after each decision
-Bug with PG reassignment from AGC (only) where full amount of fuel was being transferred to the adjacent theatre instead of half (AGC has two Panzergruppen) is fixed.
-German 'Transport!' card incorrectly being able to be played on the Siege Artillery protection unit and the garrison units is fixed.
-Soviet HQ's are now correctly auto disbanding when they have no subordinate units (Germans gain PP's). Only affected Sov Player, not Sov AI.
-Reinforcements message for Soviets in Aide De Camp indicating 'x' Div's failed to deploy when it was referring to HQ cards not yet played is fixed.
-One AI crash bug found and fixed

Manual Errata
A dedicated page has been created over here:
http://www.vrdesigns.nl/?page_id=1191

Best wishes,
Vic and Cameron
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elmo3
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RE: Public Beta 1.01

Post by elmo3 »

Maybe this should get a sticky?
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
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Vic
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RE: Public Beta 1.01

Post by Vic »

Sticky it is!
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Templer_12
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RE: Public Beta 1.01

Post by Templer_12 »

Is the patch save compatible? I guess no...
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Vic
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RE: Public Beta 1.01

Post by Vic »

Save files are fully compatible and you can continue your old games without worry, but in order for big part of the fixes/additions to come in effect you'll have to start a new game with 1.01.

best,
Vic
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gunnergoz
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RE: Public Beta 1.01

Post by gunnergoz »

Very cool, thanks for the update.

Look forward to eventually seeing more games like this about other times/theaters of WW2. It is a hoot.
"Things are getting better!
...Well, maybe not as good as they were yesterday, but much better than they will be tomorrow!"
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Gettysburg
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RE: Public Beta 1.01

Post by Gettysburg »

Thanks, for this "Blitz" fast patch[&o]
Kronolog
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RE: Public Beta 1.01

Post by Kronolog »

Thanks for the patch!

Having completed my first campaign (captured Moscow and Leningrad and achieved a minor victory) as the Germans on normal/slow AI speed with all options except "Historical" ticked off, I noticed some things that perhaps could be improved in a future patch:

1. German losses in infantry seem way to low, either due to too low losses in combat or as a result of recieving too many replacements. Almost all of my infantry divisions had their full complement (10 000 men) when the game ended in the begining of February. Total losses were 250 000 men. Heavy infantry losses and availibilty followed roughly the same pattern. German gun losses were also low, but German losses in tanks were high and appeared reasonable.

2. The Soviet AI seemed too reluctant to launch attacks (which might have been a factor in explaining my lack of losses). They did launch quite a few early on, during July, August and September, which caused some attrition among my units, but the longer the game progressed, the fewer attacks were launched. There was no winter offensive, even though the AI had local superiority in some places (though my total manpower was larger than the Soviets). Had it been willing to launch more attritional attacks later in the game, my manpower situation might have been more strained. Total losses at the end of the game were ~400 000 for the Axis and 3,2 million for the Soviets.

Despite this minor problems, I have enjoyed the game immensly. It has that "just one more turn!"-feel to it. [:D] I shall try a new campaign at a higer difficulty setting and see if that solves these problems.



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Vic
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RE: Public Beta 1.01

Post by Vic »

@Kronolog,

Thanks for sharing your experiences. You might want to try 'challenging' the next time. I think you will have a very different experience.

Feel free to send me save game (if you have) around round 30, 40 or 50. I always like to see if I can fine-tune things.

The last patch 1.01 already will make things a bit more difficult for the Germans in the end-game due to a tuning down of the ammount of experience gained by German staff and a bit more aggressive Soviet force.

The aim is to keep improving the AI as we go forward.

My email is vic@xs4all.nl

Best wishes,
Vic
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