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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Official Patch 1.05f

Wed Jan 14, 2009 8:53 am

After testing version 1.05e the last few days and fixing latest remarks, here is the official version of patch 1.05f. Details follow.

NB: the demo needs patching too

Have fun, and thanks for your support.


Link to Patch 1.05f

http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_Patch_v1.0.5f.exe


Link to Demo Patch 1.05f

http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_DemoPatch_v1.0.5f.exe

:coeurs:
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calvinus
Posts: 4681
Joined: Mon Dec 19, 2005 4:52 pm
Location: Italy
Contact: Website

Wed Jan 14, 2009 10:25 am

Herewith the news:

[Version 1.0.5a]
[Version 1.0.5b]
[Version 1.0.5c]
[Version 1.0.5d]
[Version 1.0.5e]
[Version 1.0.5f]
************

New features:
- The original boardgame rule for trenches level has been introduced: trenches level on the Eastern Front is now 1 point less than the Western Front
- Trenches level is now displayed also in land battles & sieges windows
- Nations flags are now displayed also on stacks when the NATO display mode is selected (square-like counters)
- Events can now be discarded
- The limitation of "one combat doctrine research per year per player" is now in force (nations may still plan the research
of different doctrines, but only the first one can be tested, a second one is admitted with a big penalty, but all following tests are automatic failures)
- Implemented the -2 modifier to trenches level in minor fronts (Balkan, Armenian, Orient, rest-of-the-World)
- Reinforcing units cannot be anymore placed over unsupplied (or isolated/encircled) stacks
- Reinforcing units can now be placed only in HQ/GHQs (supplied) or major cities (not towns)
- Added the surrender tests for conquered minor countries
(*) Added the France + Russia surrender requirements for game end in all major scenarios (campaigns)
(*) Turkish leader "Enver Pasha" cannot be anymore sacked, unless by event
(*) Added events that trigger the change of national flag in case of Communist / Autocratic regime overthrow in Russia
- Added three new Serbian musics


Improvements:
- The events pool on the bottom of the screen is now composed by 16 cards
- The ugly background picture behind the current game phase name has been removed
- Added double check of nations neutrality inside diplomatic choices of AI for the planning of diplomatic moves and missions
- Removed the redundant checks concerning previous battle fought limitations on movements for the starting-move areas
(*) The "Supplementary Munitions" events have been corrected: they can now be both aloways played
(*) The icon of "Squalls" event is now like all other military events
- Improved AI for surrender opportunity evaluation
- The 1/3 - 2/3 RP spending checks for Germany on Western & Eastern Front have been disabled
- The max duration for events choice procedure is now set to 10 minutes
- Some battle texts have been better centered
- Most tutorial texts have been integrated, improved and corrected
- Tutorial #2 has been widely corrected and refactored
- Air squadrons can now be sent to HQ reserves (and back to first line, as a consequence)
- Unsupplied stacks cannot be redeployed anymore
- Unsupplied stacks cannot benefit of friendly HQs during battle
- Movement sounds are now played also when executing allied or enemy moves
- 2nd Fleet intervention checks during naval battles can now be performed on fleets whose range is max 2 open seas from the combat location
- Supply checks are now performed also at the beginning of Reinforcements and Military phases
- Added an Interphase at the end of all minor scenarios, so that players have the opportunity of examining the map when the scenario is finished
- Stacks outside of Europe are now always in supply
- Sea transport capacity has been set to 2 (two) for all minor countries
(*) Now only major nations can do technological researchs and investments (both AI or human controlled)
- Savegame procedure now stores also the random seed
- Battle AI boosted
- In trench warfare support value of artillery units is now displayed always in full mode (as if in defense attitude)
- Military AI has been improved in order to avoid massive redeployment of multi-army forces inside the same area
- Military AI has been improved in order to ignore any redeployment possibilities that would make the Front ungarrisoned
- "Strictly turn-based mode" is now forced when playing in Multiplayer
- Removed the game slow downs during your turn when the Strictly turn-based mode is on
- Every time you change the map display mode, current selections (unit/area/nation) are now resetted, so that all color filters can be properly refreshed
- African units cannot be placed/detached anymore outside of Africa
- Unsupplied corps have now always a zero fire value
- Added supply bonus for stacks landed on beach-heads
- Improved chances of success for reconnaissance missions in areas a bit far from the ZOC
- Corrected the max capacity for RP stockpiling of all major nations
- Removed the "max rebellion per country" check in case of rebellion outcome outside of Europe
(*) Introduced a rule for Great Britain: max 2 corps buildable within one Interphase and the following one
- The above limitation for Great Britain is improved to 5 corps as soon the political action "Conscription" is successfully adopted
- Air aces now can appear during air duels
- Assault troops (stosstrupper) successfully attached to corps during battles, are no more displayed in commitments/deployments/rear lists, provided they
belong to the attached corps
- Naval transports are now allowed with all meteo conditions, provided the destination area is a friendly harbour (landings on enemy shores still require sunny weather)
- Air interceptions and duels are now allowed only when the hunting value of air squadrons is greater than zero
- Corrected a graphic glitch in the animation of US soldier sprites
- The game log now displays up to three rows of texts when minimized
- Whenever a nation capitulates, former allied stacks located inside the capitulated nation can evacuate the areas, provided they are stationing along the borders (unless they have to wait next Redeployment phase)
- Corrected a graphic glitch in the display of reinforcing HQs inside the Reinforcements list box
- English version of Game Hint #1 has been corrected
- Corrected some mistakes in Tutorial #2


(*) Scenario changes:
- 1914, 1916, 1918 and Palestine scenarios: removed the "decorative" tag from the Red Sea and Persian Gulf sea zones
- 1914, 1916, 1918 and Palestine scenarios: climate of Red Sea and Persian Gulf sea zones is now Desertic
- 1914, 1916 and 1918 scenarios: climate of North Sea is now temperate
- All scenarios: German commercial raiders are now set at "Light Cruisers"
- Corrected region name on the map "Lazio"
- 1914 and Tannenberg scenarios: the "ghost" fortress of Olita is now located in Suwalki
- 1916 scenario: the African theatre of war has been corrected
- 1916 and 1918 scenarios: Turkish fleet is now led by the German admiral Souchon
- 1916 scenario: Portugal is not at war yet, despite its diplomatic level is very close to the entry at war on the side of the Allies
- 1914, 1916 and 1918 scenarios: corrected rules for losses ignore in Caucasus-Armenian front for Russians and Turks
- All scenarios: images of event "Death of Franz Joseph" and "Hungarian crisis" have been corrected
- Description of Tannenberg scenario has been corrected (English text)
- Caporetto scenario: corrected Sachsenberg and Spittal areas
- All scenarios: corrected support values of all artillery units for trench warfare
- 1914 scenario: added rule for grating the Right of Passage through Luxemuberg to Germany and France if the "Moltke" war-plan is chosen by Germany
- All scenarios: added removal of special BEF 8(3)-9-4 corps upon reinforcement of II British army
- All scenarios: double-checked and fixed all events scripts (max number of occurrence value)
- All scenarios: double-checked and fixed all rebellion/uprisings/nationalist agitations events (placement of the rebellion counter)
- 1914 scenario: removed the English marines reinforcements to Belgian HQ (now triggered by event, provided Belgium is at war with the Central Powers)
- All scenarios: corrected map adjancency infos concerning areas bordering with Persian Gulf and Red Sea, in order to make possible all landings and naval transports
- 1916 scenario: the British GHQ was missing
- 1916 scenario: setup of troops in African theatre furtherly corrected
- 1916 and 1918 scenario: Luxemburg is now at war on the side of Central Powers and its territory is not anymore under German control, so that Luxemburg does not surrender anymore at the end of the first turn
- All scenarios: "Lawrence of Arabia" and "Wassmuss" event corrected
- Palestine scenario: Arab army (led by Lawrence of Arabia) is now in the setup
- Palestine scenario: Arabia box is no more a "disabled" area (so movement is allowed from/to there)
- 1914 scenario: Austrian war-plan option "Generals" has been corrected
- All scenarios: corrected some spelling errors in map DBs


Fixed bugs:
(*) Fixed bug in the tooltips of air units
- Fixed bug in trench battles AI concerning the choice of land tactics
- Fixed display bug concerning the Free Press
(*) The historical event "Death of Franz Joseph" can now occur only once
- Checks for sending units to HQ reserves now are not made anymore for artilleries and support units
(*) Corrected labels in "Mutinies" events
- Fixed bug in social / stability tests triggered by events play
(*) Fixed bug in execution of "Historical War-Plan" event
- Fixed crash in savegames caused by "Grant Right of Passage" event play
- Fixed nasty bug in RP spending checks
- Fixed display bug in sieges window that caused the same nation shown both as besieger and besieged
- Fixed bugs in the 4-players campaigns that caused battles between allies and loss of control of areas due to allied moves
- Fixed crash in end-of-turn procedures for 4-players campaign
- Fixed residual turn lock caused by mandatory attacks
- HQ Box (Reinforcements panel): HQs still not in play are no more displayed
- Several bugs fixed for the "Strictly Turn-based" mode and the "Army-by-Army activation" rule
- Fixed crash caused by a "overflow" of diplomats to be displayed inside the area info frame
- Added further corrections in the update of aircrafts display silhouette for French forces
- Reinforcing stacks placed manually on the map now enter the game in status supplied
- Fixed bug in store procedure of events popup timer duration
- Fixed bug in deactivation of the "one-army-per-area" checks in movements & breakthroughs
- Sprites of naval missions have been corrected
- Fixed bug in supply checks
- Fixed crash in Military AI when the "Strictly turn-based mode" is on, but not the "Army-by-army activation" rule
- Fixed display error in Reinforcements box concerning the HQs built via Recruitments window
- Fixed bug in random determination of background music to play (only 75% of musics was always played)
- Fixed bug in capitulation and surrendering of nations
- Fixed residual crash in diplomatic missions execution
- The reconnaissance value of air squadrons is now properly displayed
(*) Fixed events "Goeben battlecruiser seeks refuge in Constantinople" and "Goeben battlecruiser seeks refuge in Pola" for what concerns the appointment of admiral Souchon in command of Turkish/Austrian fleet
(*) Event "Entente declares war on Belgium" has been corrected and it's much more difficult to enter in play
- Fixed erratic crash in land battle's dedender's counter-attack checks
- Fixed glitch in supply checks that made them too strict
- Fixed bug in Multiplayer engine: loss of synchronization in execution of orders
- Fixed bug in savegame procedure that caused an AI lock when saving the game during enemy turn if the Strictly turn-based
mode and the Army-by-Army activation rule is on
- Fixed bug in land battle commitment of units directly from reserves (a duplicate was created in the rear)
- Fixed bug in mutiny checks for armies that caused a too heavy set of losses
- No more diplomatic missions on nations at war
- Fixed bug in supply check that made stacks locked in the unsupplied status once got
(*) Fixed script error in "Ultimatum Accepted" Austrian war-plan option that wrongly granted 48 RPs to Serbia
- Fixed the political AI lock due to minor nations that have no .ini file inside the Data\AI\Modding folder
- Fixed the loss of synchronization on random seed when performing the next turn/activation/battle in Multiplayer mode
- Fixed crash caused by the destroy of a HQ due to isolation
- Fixed bug in sea landing procedure on enemy shores
- Fixed bug that prevented air battles if air squadrons were put in HQ reserves
- Fixed AI lock in Air duels
- Fixed crash caused by memory leak related to air missions linked to stacks destroyed because of too prolonged isolation
- Fixed a bug in technology save and load procedures that made all tech. usages as like the first time
- Fixed a residual bug that cause a AI lock when ending the military operations if the "Strictly turn-based" mode and the "Army-by-army activation" rule are on
- Fixed the repetitive events bug: once played, all events that can occurr more than once, are now reshuffled in the event cards deck
- Fixed a bug in capitulation of nations that made the surrendered nation again at war upon reload of saved game due to a missed update of the scenario header
- The size of messages repository has benn increased in order to display all message notifications (i.e.: capitulation events were sometimes never reported because of this problem)
- Reinforcing naval units can now be placed also on harbour land areas
- Fixed display error in Recruitments window: units scheduled for build were marked as still buildable in most folders
- Fixed a bug in diplomatic moves/missions planning window
- Land battles: critical retreat is not considered anymore as a mandatory retreat, so it does not cause anymore the defeat
- Land battles: fixed bug in morale checks that caused sometimes a panic result for units suffering a 2-losses combat result,
even if at full strenght
- Land battles: fixed bug in morale checks that caused shaken units being sometimes not reduced
(*) Fixed bug that prevented the construction of Heavy Tanks because all tank units were parsed as "light" tanks
- Construction of tanks & stosstruppen: now only 1 tank/stosstruppen unit per turn
- Fixed the repetitive "mandatory" events bug too
- Fixed a bug in munitions AI plannings (plus performance improvement added)
- Fixed a bug in FoW bonus application for successful Reconnaissance missions
- Fixed bug in rebellion placements
- Added a trick to avoid the mysterious wandering of the bottom-left buttons on the map
- Fixed a bug in National Will fluctuations due to battles and losses checks, that caused losses also to not concerned nations
(*) Fixed a bug in conditions check for "Lenin", "Kerenki" and "Kornilov" events (revolutionary coups)
(*) Fixed a bug in savegame procedure: the GHQ leaders attached to GHQ stacks disappeared upon reload
- Fixed a bug in Multiplayer engine related to historical events
- Fixed a rare crash in Diplomatic AI for nations just entered the war, occurring on some PC config only


Elements highlighted in bold concern the 1.0.5d (beta), 1.0.5e (beta) and 1.05f (official).

(*) : old savegames are not affected, sorry.

Have fun!

Serpent77
Sergeant
Posts: 65
Joined: Fri Sep 21, 2007 5:46 pm

Wed Jan 14, 2009 11:52 am

Great news! Thank you!

vonRocko
Colonel
Posts: 385
Joined: Tue Jul 29, 2008 5:28 pm

Wed Jan 14, 2009 2:32 pm

Thanks guys! :thumbsup:

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Nial
Colonel
Posts: 370
Joined: Thu Jul 19, 2007 6:21 pm
Location: Hotel California

Wed Jan 14, 2009 4:49 pm

Nice.......thanks :D
[SIGPIC][/SIGPIC]

michel91310
Private
Posts: 23
Joined: Fri Nov 23, 2007 11:32 am

Wed Jan 14, 2009 7:50 pm

Merci pour le patch et les efforts de l'Equipe pour faire fonctionner ce jeu
Cordialement

tagwyn
AGEod Guard of Honor
Posts: 1220
Joined: Tue Apr 17, 2007 4:09 pm

OP 1.05f!!

Wed Jan 14, 2009 7:55 pm

This is great news? Is this posted into the manual yet? Or, is this the new manual? I may have to try to play this game again. lol. :) :p apy: :love:

comagoosie
Private
Posts: 32
Joined: Mon Dec 29, 2008 8:41 pm

Thu Jan 15, 2009 1:06 am

I shall spend my last demo day in heaven :love:

February can't come fast enough can it?

zaracassie
Conscript
Posts: 11
Joined: Sun Dec 14, 2008 6:06 pm

Sat Jan 17, 2009 4:23 pm

do i need to install all the previous updates like the .04 ones? for this to work?
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calvinus
Posts: 4681
Joined: Mon Dec 19, 2005 4:52 pm
Location: Italy
Contact: Website

Sat Jan 17, 2009 4:23 pm

No, patches are always "all inclusive".

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