New v1.02.52 Public Beta Now Available!

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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MaximKI
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Joined: Thu Oct 20, 2022 12:29 pm

New v1.02.52 Public Beta Now Available!

Post by MaximKI »

There's a new public beta update installer (v1.02.52). It is available to download from the store/My Page download areas.

It is also available from the following Download Link: HERE

If you prefer to use Steam, then you will need to opt into the changes by selecting the beta branch from the games Properties menu, listed as "beta - Open Beta". You can opt out at any time.

IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.02.44 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.


V1.02.52 – 27th February 2023:
New Features and Rule Changes
• Set a maximum number of bombers and maximum number of fighters that can fly in any one mission during the air phase. The interface will not allow entering more than 200 for requested bombers or fighters. Missions automatically put together will be limited to around 200 bombers and around 200 fighters.

Bug Fixes and AI Improvements
• In very rare circumstances, some Soviet airbases may change their nationality to German during the Soviet logistics phase. Fixed.
• In very rare circumstances, a bombing mission in the air phase could cause the number of ready ground elements in a unit to go negative. Once negative, bad things can happen during the ground phase. Fixed (both found and fixed one way that the elements could go negative, and put a fix in at the end of the ground phase to set any negative elements to zero).

Data and Scenario Changes
• Ground.dat file changes:
o enabled production for the Hungarian Recon Squad (0496).
o Panzer 35(t) (0013) – Upgrade changed from Panzer IIIL (0009) to Panzer 38(t)E (0015).
o Panzer 38(t) (0014) – Upgrade changed from Panzer IIIm (0010) to Panzer IIIL (0009).
o Panzer 38(t)E (0015) – Upgrade changed from Panzer IVh (0021) to Panzer IIIm (0010).

• Ob.dat – Guards airborne divisions are no longer buildable until December 1942, and the build limit in 1942 has been changed to 2.

• Ac.dat changes:
o endurance of all transport aircraft multiplied by 1.4
o 0049 Go 244 - add aux tank options
o 0165/0268 SM.75 Marsupiale -increase base range to ~2100 km at a slightly reduced cruise speed
o 0089/0164/0168/0489 SM.82 Canguro - increase base range to ~2000 km

• Campaign 41(s) changes:
o Adjusted starting Axis air directives by deactivating ground attack air directives that had no escorts within range.
o Armenia region made part of the playable map area.
o New National Supply Source depots added to Yerevan and Nakhichevan in Armenia, with freight levels of 1000 tons each.
o 560 Panzerjaeger Bn (existing) - disbands mid 10/42 (became part of 27th Panzer Division)
o 560th Heavy Panzerjaeger Bn (reinforcing) -arrival moved forward to 4/43 (as unit shell), copy 1943+ OB setup and TB transfers from existing 560th Panzerjaeger Bn
o 1028th Grenadier Infantry Regiment - OB ugraded from 294 to 295, removed Grenadier from local unit name (induced by new OB)
o 388th Grenadier Separate Infantry Regiment - remove Grenadier from local unit name (will get it back in late 1942)
o New unit - 4 PAOK Sturm Infantry Regiment - arrives late 4/44 to Axis Reserves
o Event change to 0081 Bulgaria switches sides - Thrace region stays offmap, added to Transcaucasus TB
o Soviet GUN CHANGES x
Infantry guns
76.2mm M27 - pool raised from 300 to 2382 (covers two similar types of mountain guns)
Light Artillery
76.2mm USV - pool raised from 725 to 746
76.2mm M1902- pool raised from 1200 to 2929
76.2mm F-22 - units in Far East/Transcaucasus had this gun exchanged to the older M1902 gun, pool reduced from 700 to 329
Artillery
122mm M1910 - pool reduced from 2049 to 783
122mm M-30 - pool reduced from 251 to 223
152mm M1909 - many guns in units updated to M-10 gun, other units reduced in strength; overall about 450 changed or reduced
152mm M-10 - pool raised from 108 to 184
Medium Field Guns
107mm M1910/30 - pool of 231 guns added
122mm A-19 - pool raised from 24 to 300
Heavy Artillery
152mm ML-20 - pool reduced from 1380 to 959
152mm Br-2 - pool of 14 guns added
203mm B-4 - pool raised from 170 to 240 (to include limited production of 1941)
Anti-tank guns
45mm M37 - pool reduced from 4200 to 3781 (too many)
Light Flak
37mm Flak - about 1500 guns removed from airbases
Medium Flak
76mm Flak - guns in units reduced from 5597 to 5128
85mm Flak - 52 guns added to units

• Destruction of SW Front gun changes:
o Infantry guns
76.2mm M27 - pool raised from 120 to 620
o Light Artillery
76.2mm M1902 - pool raised from 300 to 700
76.2mm F-22 - pool removed
o Artillery
122mm M1910 - pool reduced from 800 to 200
122mm M-30 - pool reduced from 500 to 250
o Medium Field Guns
107mm M1910/30 - pool of 100 guns added
122mm A-19 - pool raised from 6 to 100
o Light Flak
37mm Flak - lots of guns removed from airbases
o Medium Flak
85mm Flak - pool reduced from 500 to 100

• Road to Leningrad gun changes:
o Infantry guns
76.2mm M27 - pool raised from 250 to 500
o Light Artillery
76.2mm M1902 - pool raised from 120 to 520
76.2mm F-22 - pool removed
o Artillery
122mm M1910 - pool reduced from 500 to 100
o Medium Field Guns
107mm M1910/30 - pool of 50 guns added
122mm A-19 - pool raised from 2 to 50
o Heavy Artillery
152mm ML-20 - pool reduced from 140 to 70
203mm B-4 - pool raised from 2 to 3
o Light Flak
37mm Flak - pool removed, lots of guns removed from airbases
o Medium Flak
85mm Flak - pool removed

• Added 4 renamed German unit symbols for Grenadier Separate Infantry Regiment name variants

• Stalingrad to Berlin – minor map and miscellaneous changes

V1.02.51 – 2nd February 2023
Bug Fixes and AI Improvements
• Made additional improvements to the stage base selection code. The change in v1.02.50 for stage bases made more visible an issue where very inappropriate stage bases were being auto selected, sometimes very far in the rear. This problem should now be fixed.
• Calculation of the weather on some air missions was being incorrectly calculated, both in the air directive creation interface and during air execution. Fixed.
• Editor - Using top right X to close out of new editor causes issues when reentering the editor. Fixed.
• Editor - Game crashes after loading generic data and clicking on AOG in new editor. Fixed (removed AOG option in new editor as it needs more work).
• Editor - Can't change some ground element values in some OB slots in OB file. Fixed.

Data and Scenario Changes
• OB.dat - 1st and 2nd Wave Infantry Division – support put back to 544 (was accidentally set to 144 in v1.02.50).

• Ground.dat changes:
o 76.2mm 3-K AA Gun (0811) - Upgrade path to 85mm KS-12 AA Gun (806) removed and Scrap Date changed to 1945.
o 160mm MT-13 Mortar (0819) - First Month changed from 1 to 3 and Build Limit decreased from 16 to 14.
o 152mm D-1 Howitzer (0827) - Build Limit decreased from 10 to 9.

• Device.dat: - 76.2mm M27/39 L/16.4 Gun (0370) - Accuracy increased from 175 to 200

V1.02.50 – 12th January 2023
New Features and Rule Changes

• Reduced the number of aircraft (both bombers and fighters) that fly ground support in any given battle. Also, now, the defending side will generally commit less bomber aircraft and escorts than the attacking side, all things being equal.
• Increased the impact that air doctrine mission and escort settings have on ground support. Although only one factor, the air doctrine mission setting will now have a larger impact on the number of bombers that can fly into any particular ground battle. The escort setting should also have a larger impact on the number of fighters that will try to fly escort into a ground battle, although escorts are just one way in which fighters are committed to a ground battle.
• Greatly increased the chance that airstrikes during the air execution phase will be detected, which will mean they will now be intercepted when in the past they were not being detected (or at least not until it was too late to intercept them).
• Adjusted/improved the stage base selection code during the air execution phase when no air units or AOGs are specifically assigned to an air directive.
• Certain kinds of ground elements that are produced (items that are armaments builds that have a build limit, for example most guns) are now being placed in the active pool when produced. In many/most cases they used to go to the transit pool when produced.
• Reduced the chance of a leader being dismissed for poor performance, although the chance is still considerably higher than it was before the last adjustment was made in 1.02.39.
• Air units set to receive Trained Pilots Only will not receive “free” pilots that are below that nation’s current air national morale. Free pilots are generally those that have become available when their air unit on the map was disbanded.
• Hooked up Scenario Early End functionality which has been in the editor, but was not yet working in-game. The rules for this are as follows: Player Triggered Early End – Any short scenario can
have one side designated in the editor so that if that side captures all of the objectives of both sides, the scenario will immediately end. Points will be awarded as if the player held the objectives for all of the rest of the turns of the scenario and will score end game objective points as well. In addition, all units deemed isolated on the side that does not hold an objective will be destroyed and counted in the victory point casualty count. Note that the Victory screen states at the bottom that the game may end early if it is a scenario set up for this. Scenarios that have the possibility of an early end have this noted in their scenario description text on the Load Scenario screen.
• Change in Logistics Phase Report of air unit transfers - Air unit base transfers are now reported in the Arrival section of the Logistics Phase Report, instead of in the Air Execution section. Previously transfers conducted during the ground phase using the Planned Transfer were showing up in both players’ Logistics Report, but now they will only show up for the owning player.
• Undocumented rule and adjustment – All non-isolated ports can, under certain conditions, convert a small portion of their supplies and fuel back into freight at the port depot with the supplies and fuel returning to the pool. Now, this can happen if the depot has less than 20,000 tons of freight. This conversion is not shown in the logistics reports, and explains why Batumi would often gain freight without getting a shipment.
• Undocumented rule and adjustment – Units with the following text included in their names can repair rail damage:
Rail Railway Construction Engineer GS R.A.D. O.T. RR Construction
A change was made so that units with “Railyard” in their name are now specifically excluded from repairing rail damage even though “Rail” is a part of Railyard. Before the change, some security units with Railyard in the name were repairing damaged rail.
• Added Living Manual v1.21.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.49.

Bug Fixes and AI Improvements
• Changes made in version 1.02.47 caused the defending CV value of units in a city fort to not being included in the hex pop-up CV predictor. Fixed.
• A change made in version 1.02.47 caused the hex-pop up CV predictor and the start of battle CV values to incorrectly calculate the impact of weather/roads on the attacker CV using the defending hex instead of the attacking hex. Fixed. This was a display only bug that had no impact on the true odds calculated during and at the end of combat.
• In the 1944 campaign, most hexes turn green when the player enters air transport mode. Fixed.
Data and Scenario Changes
• OB.dat changes - 1st and 2nd Wave Infantry Division - duplicate 7.92mm PzB 39 AT-Rifle slot was removed

• Ground.dat changes:
o T-34 M1941 (0138) – ROF decreased from -2 to -5.
o 76.2mm ZiS Field Gun (0727) – Build Limit decreased from 280 to 160.
o KV-1s M1942 (0750) – Ammo Use decreased from 168 to 140.
o 57mm ZiS-2 AT Gun (0782) – First Month changed from 6 to 7 and Build Limit decreased from 82 to 74.
o 76.2mm ZiS AT Gun (0783) – Maximum Imports decreased from 9150 to 0 (production changed from conversion to direct production) and Build Limit increased from 50 to 100.
o 76.2mm F-22 AT Gun (0817) – Import ID changed from 0785 (76.2mm USV Field Gun) to 0832 (76.2mm F-22 Field Gun) and Last Month changed from 2 to 12.
o 76.2mm M1902 Field Gun (0831) – Upgrade to 0727 (76.2mm USV Field Gun) removed and Scrap changed from 1941 to 1942.
o 76.2mm F-22 Field Gun (0832) – Scrap changed from 1942 to 1945.
o KV-1 M1941 (0839) – Ammo Use decreased from 168 to 140.

• Device.dat changes:
o 76.2mm ZiS-5 L/41.5 Gun (0368) – Rate of Fire decreased from 15 to 13 and HEAT Pen increased from 0 to 75.
o 85mm D-5 L/52 Gun (0376) – Rate of Fire increased from 9 to 11.

• Factory.dat changes:
o further 10 point reduction of fuel refineries in Saratov
o Some HI points moved from Jerevan/Grozny (2 each) and Baku (4) to Saratov/Ashkhabad (4 each)
o Ports added or increased by 1 at several Caspian sea locations

• Map changes with changes to hex/hexart/city/weather/control.dat files:
o minor rail art fixes in Southern France and Corsica
o missing rail link added at Besancon
o minor sea art fixes across the map
o add missing data for hexes on the eastern map edge
o population data in several Caucasus locations updated to be back in sync with previous factory changes
o road systems review across the map, most of the changes outside of the typically active areas
o Rail lines from Baku to Tbilisi (southwestern part) and Prokhladny via Grozny (northwestern part) fully upgraded to dual-track. Although in part single-track these were designed for very heavy loads, having to sustain overlength and/or very heavy oil/fuel trains. Multiple of these tracks also had oil and fuel pipelines laid near the rail track.
o Location changes:
2125 Kudymkar (SOV) relocated from 272,70 to 272,64
3851 Poissy (FRA) Airbase -> Town
o Renamed locations:
2183 Blagodatnoe (SOV) ->Blagodarnoe
2242 Vereschagino (SOV) ->Vereshchagino
2333 Budenovka (SOV) ->Budyonivka
2855 Khunz (SOV) ->Khunzakh
2860 Rauchnik (SOV) -> Beyneu
2865 Kryzylorda (SOV) -> Kzyl-Orda
2866 Ayteke Bi (SOV) -> Novokazalinsk
2874 Kandagatsch (SOV -> Kandagach
2881 Akjubinsk (SOV) -> Aktyubinsk
5515 Maineh (Iran) -> Mianeh
5865 Kirovobad (SOV) -> Kirovabad (real Kirovobad is in Usbekistan)
o Iran, Morocco, Algeria and Tunisia made Neutral controlled
o Isle of Man added to Northern England region

• Ac.dat changes:
o Weapon loadouts recalculated to adapt for soviet rocket changes
o Aircraft made cheaper to produce
Bf 109G, Bf 109K
Bf 110 (airframe and night fighters)
He 111H-6 series
Fw 190 A-7,D-9,G,
Me 210/410
Ju 290 (both airframe and aircraft)
G.55 Centauro (both airframe and aircraft)
Pe-2 (airframe only)
La-5, La-5F
o Aircraft made more expensive to produce
Ju 88 (airframe only)
Bf 110G-3
Fw 190 (airframe, A-8,A-9)
Me 210 (airframe only)
Do 217 (airframe only)
IAR 80 (airframe, 80A)
Blenheim
RS.14
SM.82 (airframe only)
SM.84 (airframe only)
Z.501
Z.506 (airframe only)
Z.1007 (airframe only)
Yak-9 series
Il-4

• Changes (where applicable) to 1941 Campaign(s), Velikie Luki, Road to Leningrad, The Destruction of Southwestern Front, Operation Typhoon, Red Army Resurgent scenarios:
o adaptions to map updates
o typo fix in event 303
o fix some hex control issues in Armenia/Turkey border area
o unit name typo fix or minor rename:
Walloonian -> Wallonian
Middle Cavalry Regiment -> Center Cavalry Regiment (= Cavalry Regiment of Army Group Center)
5th Light (Panzer) Div -> 5th Afrika Light Division (used symbol/logo of 5th Light (Infantry) Division)

• Stalingrad to Berlin(s) changes:
o adaptions to map updates
o Removed 175 Turn Freeze labels from two Italian units in the Afrika TB.
o Corrected Stab/KG 26 to having Torpedo aircraft rather than Transport aircraft.
o Adjusted starting pools for both sides to give a better and more realistic start.
o The 287th Arab Special Purpose Battalion Renames to the 92nd Motorized Brigade and finally to the 92nd Panzergrenadier Brigade. It was also changed to an Axis Generic Unit.
o The three Cossack Battalions were changed into Axis Generic units and either Rename (Platow) or Disband (Schwerin) and (Jungschultz) to provide elements for the 1st Cossack Cavalry Division.
o KG 1 was missing which Renames into JG 7 late war. The Rename can now take place as KG 1 is in the Campaign.

• Vistula to Berlin - adaptions to map updates
• Steel Inferno 1943 Campaign – adaptions to map updates, and now the 92nd Motorized Brigade Renames to the 92nd Panzergrenadier Brigade.
• Steel Inferno 1944 Campaign (May Start) – adaptions to map updates.
• Steel Inferno Road to Karelia - Added Early End Victory Conditions for Axis
• Steel Inferno Race for the Caucasus - Added Early End Victory Conditions for Axis
• Steel Inferno Case Blue Scenario(s) - Added Early End Victory Conditions for Axis
• Steel Inferno Kuban Bridgehead - Added Early End Victory Conditions for Soviets
• Steel Inferno Army Group Center - Kutuzov to Bagration - Added Early End Victory Conditions for Soviet
• Steel Inferno Western Ukraine - Added Early End Victory Conditions for Soviets

• Steel Inferno Drama on the Danube (H2H and AI) changes:
o Added Budweis as an NSS
o Added Early End Victory Conditions for Soviets

• Added 60 German and 12 Italian renamed land unit symbols

V1.02.47 – 26th November 2022
New Features and Rule Changes

• Improved the routine that determines where the map will be centered when a new scenario or a save is loaded (should now be more centrally located based on the on map units).
• Rule correction/display fix – The terrain combat modifier for non-isolated units in urban terrain is not +16 for heavy urban, and +12 for light urban. It is actually +4/+3 like for isolated units, but with an additional x4 for the adjusted CV if the unit is non-isolated. This results in a higher net defense value than has been previously displayed. This has always been calculated correctly in the final CV calculation in combat, but it was displaying a lower, incorrect defense value for the units and starting combat CV value. It now displays the correct value in all displays.
• Rule corrections/display changes - The hex pop-up CV predictor now includes the estimated modifiers to the attacking side’s CV caused by the defender’s hex terrain density. This is now also reflected in the start of combat CV value shown in the combat display, although there will often be a small difference between the combat predictor and the actual start of battle CV value. Also, the start of battle CV values now reflect the instant disruption caused by attacks across a river or due to first winter weather. These are not reflected in the combat predictor values. Note the manual was incorrect in stating that the CV predictor value accounts for the elements that will be disrupted.
• Display clarification – On the General tab of the battle report, the Total number of elements listed is determined by adding the Ready and Damaged elements. The number of disrupted elements are those disrupted instantly at the start of combat due to river crossing and/or first winter disruption. These elements are not in addition to the ready and damaged elements.
• Errata: Clarification - It is possible to move a unit that has a later transfer date from the map to one of the Theatre Boxes. This can be either their next scripted target or one of the other options. This move does NOT clear any future set transfers, so the unit will still move its set destination on the designated turn. Equally this does not allow you to move units from the non-reserve Theatres. At the moment this can only be initiated if the unit is on the map and using the HQ change routine.
That will open up the full list of possible Theatre Boxes. Note if you use the ‘transfer’ routines at the moment the only options are to move the unit to the map or to the relevant reserve. This removes the restriction in section 13.3.5 but all the other restrictions still apply in terms of unit disbands and merging.
• Errata: Not fully documented. For clarification if the Axis player retakes a VP city west of the 1941 border then they will gain a +6 time bonus since it is not a location they historically ‘captured’.
• Errata: Not documented, when the ‘Soviet Partisan Movement Ends’ event occurs, all units in the Axis Garrison box are moved to the Axis Reserve and can be re-assigned as wished.
• Added Living Manual v1.20.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.47.

Bug Fixes and AI Improvements
• A multi-role unit that upgrades to a combat unit while inside a HQ or combat unit disappears from the game (not counted as part of losses, but is out of play). Fixed. Instead, the unit is moved out of the HQ/combat unit and onto the map or into the reserve. This fix only prevents future upgrades from disappearing. It does not retroactively fix any units that have already disappeared in an active game.
• Non AI air units sent to the reserve can incorrectly change to automatic upgrade and Day/Night missions (this should not happen to non-AI controlled air units). Fixed.
• Ai – In some rare cases, the AI was losing the future use of support units, attached to combat units moved to the reserve. There were not being destroyed, just effectively removed from the scenario. Fixed.
• AI – In some cases, the AI was moving flak its city flak units to cities off the playable map. Fixed.
• AI – Fixed several cases where the AI was unable to get some of its units out of the reserve.
• Steel Inferno AI - Soviet AI on turn 1 of 1944 Campaign (May Start) launches illegal phantom attacks at hexes in the Axis rear (if no attack is made during Axis turn 1). Fixed.

Data and Scenario Changes

• Added a No Early End version of the Stalingrad to Berlin Campaign. This scenario removes Sudden Victory and Sudden Loss victory rules. The game will always continue on to either the 31 December 1944 victory check, the fall of Berlin, or the end date of the scenario.

• Ground.dat changes:
o Added panzerfaust equipped late war (10/43) cavalry and security squads and renamed the early war squads appropriately.
o Corrected first month and top armor on captured British A13 used by the Germans.

• Factory.dat changes:
o Soviet oil production reduced from ~350 to 310
o Slovakian and Finnish armament production reduced by 2 points each
o Some oil production moved from Maikop to nearby towns
o Some factory adjustments trying to reduce the overload of the Caucasus rail net:
Baku area fuel production raised by 20 points, Batumi fuel production reduced by 10 points, Saratov by 15 points
12 points of Heavy Industry moved from Batumi, Tbilisi and Baku to Yerevan, Saratov and Stalingrad

• Ob.dat changes:
o Changed the NKPS and the Rail Repair Brigades to a start date of July 1941.
o Swapped in the new 1943 Cavalry Squads where appropriate.

• 1941 Campaign(s) changes:
o Barbo Cavalry and Gennaio/Marzo CCNN Brigade now arrive in Braila (RUM)
o event 136 (Soviet Partisan War Ends): now adds 100k men to soviet pool
o Several minor text updates/fixes in events
o event 252 (Soviet Partisans): added multiple missing regions (where required)
o 1 NKPS and two independent RR repair Brigades arrive at the end of 7/41
o removed duplicate 13th motorcycle regiment
o LXV zbV Corps disbands on 1st March 1942, rename removed
o Hungarian infantry brigades 1,2,5,8,21,24 have their frozen time reduced to their time of transfer to Soviet Garrison
o reinforcing Hungarian Heavy Tank and Assault Gun Bns have their frozen status removed

• Velikie Luki changes:
o Corrected location 2864 Baygekum (378,114) which had been set to neutral

• Road to Minsk changes:
o Several minor text updates/fixes in events
o event 252 (Soviet Partisans): added multiple missing regions (where required)

• Road to Leningrad changes:
o Several minor text updates/fixes in events
o event 252 (Soviet Partisans): added multiple missing regions (where required)
o two independent RR repair Brigades arrive at the end of 7/41

• Destruction of Southwestern Front changes:
o Several minor text updates/fixes in events
o event 252 (Soviet Partisans): added multiple missing regions (where required)
o three independent RR repair Brigades arrive at the end of 7/41
o Corrected location 2864 Baygekum (378,114) which had been set to neutral

• Operation Typhoon changes:
o Several minor text updates/fixes in events
o event 252 (Soviet Partisans): added multiple missing regions (where required)
o 1 NKPS and two independent RR repair Brigades added
o Corrected location 2864 Baygekum (378,114) which had been set to neutral

• Red Army Resurgent changes:
o Several minor text updates/fixes in events
o event 252 (Soviet Partisans): added multiple missing regions (where required)
o Corrected location 2864 Baygekum (378,114) which had been set to neutral

• Stalingrad to Berlin changes:
o Removed the German LXV Corps from the game. They controlled V-1 and V-2 units
o Corrected location 2864 Baygekum (378,114) which had been set to neutral

• Vistula to Berlin changes:
o Adjustments for new Cav Security Squads and Security Squads 43
o Fixed unit that renames to the 36th SS Grenadier Division so it retains the SS non-elite status after the rename.
o Corrected location 2864 Baygekum (378,114) which had been set to neutral

• Steel Inferno 1943 Campaign changes:
o Removed the German LXV Corps from the game. They controlled V-1 and V-2 units
o Adjustments for new Cav Security Squads and Security Squads 43
o Removed some types of squads that are not yet available in July 1943
o Corrected location 2864 Baygekum (378,114) which had been set to neutral
o 55 BAP-PF had its airbase assignment removed. It is Locked in the FE TB.
o 221st Rifle Division had its TO&E updated with Experience and Morale set to 50.
o 341 TBAP (in the Reserve with Zero aircraft) had its aircraft changed to the B-25D for cosmetic purposes.

• Steel Inferno 1944 Campaign (May Start) changes:
o Removed the German LXV Corps from the game. They controlled V-1 and V-2 units
o Adjustments for new Cav Security Squads and Security Squads 43
o Corrected location 2864 Baygekum (378,114) which had been set to neutral
o 1 GShaP had its Naval Only Status removed.

• Steel Inferno AG C - Kutuzov to Bagration changes:
o Added FBD 1 plus 2 rail repair battalions

• Steel Inferno Western Ukraine changes:
o Added FBD 2 plus 3 rail repair battalions
o Fixed some Soviet airgroups that were equipped with planes that were not in production yet
o Linked several photos to events

• Steel Inferno Drama on the Danube - H2H changes:
o Added impassible hexes along the border between Rumania and Bulgaria to prevent
Soviet units from crossing into Bulgaria, and to prevent directly supplying Soviet units from Bulgaria, prematurely. The Soviets were content to let the Bulgarians work out their own communist coup before stepping foot on Bulgarian soil. Hexes are made passable with the 'Bulgaria Switches Sides' event.
o Freight in Sofia (NSS) reduced to 20k, Pernik to 5k. Soviets are getting way too much supply. This significant cut allows the Bulgarian forces to remain in supply but forces more supplies from the Soviets to be drawn further east.
o Fixed II Bul. Corps rename to 7th Bul. Army
o Added FBD 2 (Army Group South Ukraine)and FBD 8 (Army Group F) plus 4 rail repair battalions.
o Disabled an errant US AAA Battalion
o Linked several photos to events.
o Note: The two Bulgarian ports have previously been set up as railyard depots and without the ports active on turn 1, so they will not receive freight by sea. Starting on turn 2, their port status will return and the player can use the top button to flip the port from import to export mode and back again in order to switch the depot to become a port depot.

• Steel Inferno Drama on the Danube – AI changes:
o Added a few impassible hexes along the border between Rumania and Bulgaria to prevent Soviet units from crossing into Bulgaria prematurely. Hexes are made passable with the 'Bulgaria Switches Sides' event.
o Fixed II Bul. Corps rename to 7th Bul. Army
o Added FBD 2 (Army Group South Ukraine)and FBD 8 (Army Group F) plus 4 rail repair battalions.
o Linked several photos to events.
o Note: The two Bulgarian ports have previously been set up as railyard depots and without the ports active on turn 1, so they will not receive freight by sea. Starting on turn 2, their port status will return. The player can then use the top toggle port type button to flip the port from import to export mode (and back again, if desired), in order to switch the depot to become a port depot.

• Steel Inferno Kuban Bridgehead changes:
o Added FBD 3 plus 2 rail repair battalions.
o Linked several photos to events.

• New photos for ground elements 52 and 543, revised photo for leader 896.
• New event photos for several Steel Inferno scenarios.


Enjoy!
- The Matrix Team
fulton3422
Posts: 3
Joined: Thu Dec 08, 2022 3:23 pm

Re: New v1.02.47 Public Beta Now Available!

Post by fulton3422 »

Unfortunately the download box on the Matrix games website does not recognize the serial number when I paste or type it in and the "Next" button remains grayed out.
MarkShot
Posts: 7159
Joined: Sat Mar 29, 2003 6:04 am

Re: New v1.02.47 Public Beta Now Available!

Post by MarkShot »

But you can download directly from the link above. (just did)

Or the MY PAGE which is part of the STORE UI. That does not require your serial, but User ID/password which it think (for the store) is not necessarily the same as the forums.

The SERIAL is only for the installer. I think it defaults in after the initial install for official updates and betas.

----------------

Thank you 2by3 and team for the patch!!!

PS: Since I had reported the start position issue; that is pretty clever to center on the center of gravity of unit mass. :) 3am here ... just going to to a quick check and knock off.
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Re: New v1.02.47 Public Beta Now Available!

Post by Joel Billings »

BTW, there is one new known bug in the beta update that we will try to fix in the first update next year. Units in city forts are not included in the defender CV value in the CV predictor part of the hex pop-up. However, if they have been sufficiently detected, their CV value will be shown for the city fort in the hex-pop up that lists CV values for each unit in the hex. In this case, you can manually add up the defense values of all the non-HQ defending units showing in the hex pop-up to derive the expected total defender CV value, including those in the city fort.
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MaximKI
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Re: New v1.02.50 Public Beta Now Available!

Post by MaximKI »

Hello everyone,

New public beta for WITE2 is now live! See OP for details.

- The Matrix team
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Re: New v1.02.50 Public Beta Now Available!

Post by MarkShot »

Thanks!
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Re: New v1.02.50 Public Beta Now Available!

Post by MarkShot »

Was that like an insider trading tip that just snuck in as to the next title?

minor rail art fixes in Southern France and Corsica

Are those even accessible in this game?

WITW-2?

WITEU-1?
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oldMarinePanzer
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Re: New v1.02.50 Public Beta Now Available!

Post by oldMarinePanzer »

Just an fyi, I know that the new editor is NOT implemented yet, but if you go into the editor, select load generic data, switch to new editor, and if I select AOG the game just crashes. Not sure about the others.
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Re: New v1.02.50 Public Beta Now Available!

Post by Joel Billings »

Thanks, I'll get that to Pavel as he expects to be working on the editor tomorrow.
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Re: New v1.02.50 Public Beta Now Available!

Post by Denniss »

MarkShot wrote: Thu Jan 19, 2023 3:31 pm Was that like an insider trading tip that just snuck in as to the next title?

minor rail art fixes in Southern France and Corsica

Are those even accessible in this game?
Fully accessible in the Editor and visible in games. These were just errors that snuck in when I was working on the rails there. I see this as an investment into the (far) future.
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Re: New v1.02.50 Public Beta Now Available!

Post by MarkShot »

Denniss,

You don't fool me. I am using the money not spent on Steam sales to buy hexes in Western Europe. In five years, I will be rich when Matrix launches GG digital coins. Forget about WEF central bank digital currency; this is a ground floor opportunity. :)
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Re: New v1.02.50 Public Beta Now Available!

Post by fulton3422 »

I noticed that German 41 1st and 2nd Wave Infantry Divisions now have 144 Support Squads versus 544 in all other 41 German Infantry Divisions. Thats a very large reduction (8000 men). Was wondering if this reduction was intentional? I dont see any mention of it in the change log.

Thanks
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Re: New v1.02.50 Public Beta Now Available!

Post by Denniss »

can't see that in my .47 files so must be something new or somethign odd on your side.
don't have .50 on hand to compare though
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Re: New v1.02.50 Public Beta Now Available!

Post by fulton3422 »

Yes, I'm playing .50
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Re: New v1.02.50 Public Beta Now Available!

Post by Joel Billings »

It does look like that OB had its support squads changed to 144. It may have happened inadvertently in 1.02.50 as a change was made to the OB to remove a double entry. We'll look into it, sorry for the problem, and thanks for reporting this.
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Re: New v1.02.50 Public Beta Now Available!

Post by Joel Billings »

We confirmed there was a typo in OB 272 for (1st&2nd Wave German Infantry Divisions). I've attached the corrected OB file for those that want to start a new scenario with this corrected. I see there are 47 of these divisions in the game, and some of them will suffer due to having less support than they should have had, although much of the support will likely be made up from excess HQ support. To use this file, unzip it so the corrected file goes in the Gary Grigsby's War in the East 2\Dat\GenData folder. As this is a data file change, it will only impact games started with this file. Existing games will not be altered, and any game started with 1.02.47 or before won't have the 144 support squad issue (they have other issues that have since been corrected). We will get this correction into the next update that goes out. I don't think this bug in the data will have a significant impact, and the correction that removed the 2nd AT rifle slot for OB 272 will help the units in other ways (like keeping them from going unready when they shouldn't have). So I wouldn't feel the need to start over, but if you are about to start a new game, you can manually add in this new OB file if you want to have fully corrected data for OB 272.
Attachments
w_ob_10250_Correction.zip
Corrected OB file
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Re: New v1.02.50 Public Beta Now Available!

Post by MarkShot »

Thank you, Joel, for the timely hot fix.
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Re: New v1.02.50 Public Beta Now Available!

Post by Veterin »

Thanks for picking up the issue. I might be reading this wrong but it doesn't sound like a minor impact. It actually sounds like a huge impact to any games started on 0.50 if my understanding below is correct.

The 1st and 2nd Wave German Infantry Divisions will suffer massive penalties on all support rolls as there will be huge shortfalls when the TOE upgrades in March 42? The number of required support squads will increase from 144 to 539. With 20 manpower in each support squads and 47 divisions impacted, that's 371,300 manpower... (539-144)*20*47

How are Axis players supposed to get that much additional manpower/supply into their units?

Where it has load cost of the support unit at 10, does that mean 10 freight to transport? If so that means Axis will also need to transfer an additional 185k freight to fit out their units on TOE upgrade.

As TOE was incorrect at the start, hasn't that effectively also subtracted 371k manpower from Germans manpower pool over the game? Ie, it's missing at the start and then Axis needs to source an additional 371k manpower to fill it (compared to 0.47)
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Re: New v1.02.50 Public Beta Now Available!

Post by Denniss »

Unit data is scenario specific so even with the OB change the units still start with the original value of support. I assume they will reduce the overstrength support over several months but much of this loss should be backfilled by support sent over from HQs.
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Re: New v1.02.50 Public Beta Now Available!

Post by Joel Billings »

As Dennis mentioned, the extra 400 support squads in each of the divisions will return to the pool over the first 2 months of the game. This will lead to a shortage of support in the units, much of which will be made up for by HQ support. However, not all can be made up. Players could try to be more careful to spread these 47 divisions out among different formations so they could get more HQ support. The men will go back to the pool, so yes, you'll see more in the pool and less on the map because of this. You may see a small offsetting advantage of not having to feed these men on the map. Eventually starting in March 1942 these units can and will upgrade to TOE 2356 that calls for 539 support squads. This would use up some freight to rebuild the support in the units (although likely they will be at reduced strength and won't want to rebuild all the way to full support. So this will use up freight in the Spring. How big of an impact all of this would be is hard to say. It's not good, which is why we put out the immediate hotfix, and why we'll likely have a new installer version with this in it by next week. We're sorry about the mistake, but when moving this much data, mistakes can happen. This only impacts players that started with the 1.02.50 version. For those games started with 1.02.50, each player will have to decide if they want to restart or continue on.
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