The AGEOD team recogni[size=100]ze the enormous number of volunteer hours spent improving the Rail network accuracy, addition of new regions to enhance historical play, creation and adaptation of the "Kentucky Mods" to give a different "feel" tothe start of the war, numerous other fixes and enhancements by various modders to the Database, adjustment of on-Map Movement Waypoint and Sprite locations, and public beta testing of new executables and changes. Without the efforts of the community, AACW would not be as complete as it is today. We all know games are never perfect or can ever be considered as finished, but help and involvement of our fan base always leads to a better product, and, once again, THANK YOU ALL!
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This patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
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- [size=84]Game Engine [updated to version 121010]
- You can now disembark troops from a fleet trapped in ice.
- Cavalry will no longer assault Forts, even if breached
- Siege improvements [supplementing rules added in version 1.07]
- Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
- If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
- Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
- Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
- A retreating army can now split static units (abandon them) to escape better
- If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
- A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
- Added Overcrowding rule:
- The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
- See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
- Fixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refunded
- Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
- Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
- Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]
- British and Mexican forces at start do not have formed Army or Corps.
- They can be formed in the event of Foreign entry.
- This should improve use of the Army Locator, as these armies will not appear there until you form them.
- French Expeditionary force will arrive in Mexico with the Army HQ not formed. [same notes as the GBR and MEX at start]
- Where appropriate, the AllowBlocked parameter is added to PickFromRegList commands [game engine default now avoids selection of blocked regions.]
- Corrected replacement family for “National” Sharpshooters [those not raised in a particular State] from Light Infantry to Skirmisher.
- Added “Home State” logo to Sharpshooters to remind player that these irregulars suffer the “away from home” penalty until combined into a Division.
- Added Camden, VA (Burkeville) to the “Close to Richmond” area [was omitted from 1.16a]
- LocalStrings updates and corrections [thank you Gatling, dooya and Tex Murphy]
- German Manual updated [thank you dooya and Tex Murphy]
- Corrected “Seaman” ability to actually give the move bonus
- Added Special Orders: [aka “Spiking the Guns”]
- Destroy Unit: Allows the complete destruction of the selected units, if not besieged.
- Surrender: Allows the selected group to surrender while under siege.
- For both, Units that are Fixed [locked] via Setup or Event cannot be destroyed.
- Units being “built” and “Static Militia” [those with MoveRatio=0] CAN be destroyed.
- More moddable settings exported to .opt files in \Settings
- Adjusted text positioning in the Model Detail window [thank you Gatling]
- Strategic Map added to Documents [thank you Emx77]
- Console commands now have RegionSprite command for in-game editing of sprite positions in each region.
- Movement Waypoints and/or Sprites adjusted for over 1000 regions! Thank you Capt_Orso!!!