Surtur, already published here some nice informations about the first patch to End all Warshttp://www.ageod-forum.com/showthread.php?38221-To-End-All-Wars-gets-its-first-major-patch!&p=335870#post335870
To re-iterate, you can patch the game with the auto-updater or with a direct link:ftp://ftp.matrixgames.com/pub/ToEndAllWars/ToEndAllWars-UpdateComp-v101.zip
The first patch is quite massive and is improving the game a lot. The readme in the patch is slightly trailing behind, but the actual content is fully up to date, so do not worry. The official patch is equivalent to the latest release candidate (RC9), in case you wonder. In red the most important entries, in yellow the additions of RC9, for people who followed the public beta patch version after version.
I suggest to use the default forum theme, with dark gray, or your eyes might bleed with the colors used otherwise!
This thread will be stickied in a few days, for now while it is active, it is better to keep it unsticked as it will stay on top and the focus of your comments, no doubts LIST OF CHANGESGameplay
Grand Headquarter can have more armies.TrenchLevel memory:
If you have at least 50% military control, you can get the previous trenches of the region!
Improved supply in-stack distributionStacks helping
others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
Stacks assaulting a structure and ordered to retreat will simply stop the attack.stacks don't retreat from regions not having an offensive posture stack
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Traffic rule (in work)
fix for RGDs & AI not playing someInterface & engine
Decision cost added instantly to interface.
Fixed negative display loss in resources.
Fixed reversed battle plans effect display
Fixed bullets display in cityscape
Message panel opens on scenario start (allows seeing first red pop up)
Fixed resources costs display issue (gui game options)
Fixed crash in stack panel
Added back random variation in display loss
Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
Music sound volume can now be tweaked (yeah!) - need editing a file though:you can alter music volume
by adding a value between 20 and 100 in UserInterface.opt
inoMusicVolume = 60 // music volume, default is 60
Tooltips are shown in hosting if battle report or planner visible
Can see up to 20 nation tags in recruit panel
Regions list show ammo amounts only in the supply column
Supply filter (2) improved
Fixed railpool value disappearing if at the low level
Flag shown during an ongoing battle will be the one of the Commander in chief.
Fixed a display glitch in message panelBattle planner improvements:
Day of battle shown
Colored, more detailed battle plans description with advice
Terrain tooltip shown on terrain icon
Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
% of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
In Ledger, Unit List, units under construction are now shown as fixed.
Enlarged Event window for better readabilityNew option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons
Equipment captured during battle traced in turn history
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Ammo trains gauge now displays ... ammos!
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
Tooltip background rectangle can have color and opacity changed by moddingbetter AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
Console can reliably be put back at the forefront
Penetration displayed in element details.
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.Historical setting, data and eventsFix for weird off map naval moves in the Atlantic Ocean
Events to cover arrival of US forces in France.Added AI events for key landings
(Basra, Dardanelles, Riga Gulf, Finland)Exported 2 new scenarios (West 1914, East 1914) for further testing – please provide feedbackSpanish translation
included: many thanks to Picaron and Haplo for their precious helpGerman translation
included: many thanks to Dominic and Gerd for their precious helpMore ammos on units, revised artillery usage and power
Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to 8)
Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
Added more corps names for factions to avoid blank names when exceeding the 100 mark.AISplitLargeStacks anti doomstack algorithm
AI better at buying replacements and units
AI Agents will be less predictable
Tweaked AI so that commerce ships stay much more in commerce box
AI less prone in retreating into structures in regions part of the front.
Initial AI agents removed after 4 turns
AI Agent infos on stack tooltip (debug mode only)
Less recombination per turn
AI help to construction of Anzac and Indian troops to Egypt
AI will focus less on Antwerp
AI will calculate fronts fasterAi fix on blockade run estimation