Dear players,
Ninth public beta patch for End all Wars can be found here:
http://www.ageod-forum.com/downloads/latest/Patch_EAW_v1.01rc9.exeIt is much advised to restart a new game with it as a lot of events won't work properly otherwise. There is a lot of improvements in several areas. Once the patch seems devoid of any major bug, it will be made official.
This public beta patch is made with an Ageod installer, so there is no auto update of any sort. If you want to use it on your Steam copy, make a copy of EAW before applying it (yes, that's possible and it works).
Orange: new to RC8purple: new to RC9Red: significant addition.You must use the
default forum theme (dark grey) to see the colors without having your eyes bleeding
End all Wars Updates (1.01)Patch 1.01 Release Date: October 2014How to update your game:This patch is a comprehensive patch.
LIST OF CHANGES
GameplayGrand 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 distribution
Stacks 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 & EngineDecision cost added instantly to interface.
Fixed negative display loss in resources.
Fixed reversed battle plans effect
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 general.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 panel
Battle 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.
Can activate in Options Window, Main Menu,
an alternate way of showing the postures and ROE in Stack Panel ('flat view')
In Ledger, Unit List, units under construction are now shown as fixed.
Enlarged Event window for better readability
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 eventsTerrains: all Links re-established as "Is Crossing = 1". Should fix weird off map naval moves in the Atlantic Ocean
Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
Events to cover arrival of US forces in France.Added AI
events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
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.
Exported 2 new scenarios (West 1914, East 1914) for further testing
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
Spanish translation included: many thanks to Picaron and Haplo for their precious help
German translation included: many thanks to Dominic and Gerd for their precious help
More ammos on units
AISplitLargeStacks
anti doomstack algorithm
AI
better at buying replacements and units
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 faster
AI Agents will be less predictable AI less prone in retreating into structures in regions part of the front.
Tweaked AI so that commerce ships stay much more in commerce boxAi fix on blockade run estimation