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[Official] Patch small delay *UPDATE 12/11/2014*


Nick Thomadis

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*UPDATE* 12/11/2014

Added final changelog.

The patch will be available soon after testing it in closed beta.

 

Ultimate General: Gettysburg Patch 1.01

 

LINUX version available!
Linux users will now be able to enjoy Ultimate General: Gettysburg. It is good to notice that the game is bought once in Steam store and is multi-platform compatible for Windows, Mac and Linux.

 

MULTIPLAYER

  • +6 New Multiplayer maps:
    - The Confederates counter attack Seminary Ridge
    - Fight for 2 hills
    - Meeting at Cemetery Ridge
    - The Round Top hills attacked from the south
    - What if Buford had not held McPherson Ridge
    - Pickett's charge! (MP edition)

  • Chat functionality: You can chat in battle lobby using the special text window as well as during a battle by pressing the “Enter” key.

  • Updated Gameplay to fit single player new improvements (Read below).

  • Fixed some stability and functionality issues of multiplayer.

  • Conquer the map” now gets cavalry reinforcements properly from the west valleys giving greater opportunities for the Confederates to flank Cemetery ridge.

AI

  • AI will now be a stubborn defender when it has to be. It will actively attempt to protect the objectives of high priority and will not chase other units away as it did before. This is especially noticed in maps that the AI Union has to protect Cemetery hill.

  • AI will be more decisive in its decisions to storm your positions with multiple unit charges.

  • AI will often maneuver its units in columns behind its lines to support flanks and mobilise reserves. This helps AI a lot when it has to defend locations such as Cemetery Hill and Culp's Hill where is needed to switch reserves between the hills.

  • AI will often advance its artillery closer to your positions to inflict more casualties.

  • All AI personalities got improvements according to their character.

  • AI will not use cavalry & videttes irritatingly and too much aggressively but will use them to harass you whenever it is needed, as player does.

GENERIC GAMEPLAY

  • More resilient morale that takes into consideration much more than before the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile through out the battle.

  • Rebalance of overpowered charge. Uncoordinated frontal assaults at heavily fortified positions will be suicidal actions that can lead to units losing their fighting condition very fast. A slower advance results to units being effective for a longer period of time.

  • Rebalance of overpowered cavalry. Cavalry is now very fragile against fire arms.

  • Improved unit targeting and auto-line management. Your units will require even less baby sitting.

  • Artillery movement speed is increased in relation with infantry speed.

  • Intensified terrain movement penalties. Units climbing hills, entering house or tree areas will slow down significantly. Defensive positions now will get an even bigger bonus.

  • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer.

  • Units moving in a firing formation line will be much slower in relation with column formation. You now can use columns to maneuver faster or slowly fire and advance in line formation without isolating from the main force.

  • Increased ranged combat lethality. Musket close range fire will be lethal as well as canister fire. Artillery will be an essential defensive weapon and from distance it will sufficiently support the attack, especially when it shoots at flanks.

  • Improved soldier movement mechanics. Sprites die in the formation more evidently and they are less synced with each other for more realistic visuals. The new soldier mechanics affect also gameplay as wider formations receive more damage and trigger melee collision more properly.

  • Improved melee damage and visual mechanics.

  • Increased available time for many scenarios that could be rather short in duration.

  • Increased command radius for Confederate Generals Hill and Ewell.

  • Balanced some Generals' morale and condition regeneration bonuses that were very high.

BATTLE FLOW

  • Pender's division infantry arrives now sooner and can participate in the first battle engagement for the Confederates. This increases the tension of the first battle and opens more ways for speculative scenarios.

  • Stannard will arrive sooner if the Union withdraws to Cemetery Hill in the 2nd phase of the battle. Stannard helps the army of the Potomac to hold its ground significantly.

  • Battle delay is now triggered properly. If objectives are secured, then the timer will start and you will not have to wait a lot unless your enemy pressures the attack.

  • Battle will now end if one side throws away from the map the whole enemy army.

  • Fixed several battle flow errors that could result in the battle campaign to end prematurely or not to continue to a special scenario. For example, you could lose Cemetery Hill even though before 2 battles you had secured it, or you could retreat to Cemetery Ridge while your forces gave a hard fight to hold Oak ridge etc.

  • Fixed errors in some battles that gave not victory message even though you had captured the most important objectives.

BUG FIXES

  • Major artillery targeting fixes. Artillery will no longer refuse to fire in locations that provide clear line of sight or ignore nearby enemies. Canister auto-targeting is now deadly due to this fix.

  • Fixed back and forth irritating movement of units that was especially noticed for skirmishers, cavalry and artillery.

  • Solved many problems that could result in wrong retreat directions.

  • Fixed or made very rare a bug that makes units to target dead eradicated enemies.

  • Fixed a Freeze bug when Slocum reinforcements arrived.

  • Fixed wrong randomization setting for some historical custom battles. For example you can now enable “Randomize” for Pickett's charge battle and units will start from historical and not random positions with varying condition.

OTHER

  • New music volume slider in options. The volume is by default 100% and this could not change because it could corrupt your user generated options.

  • Tilt-Shift is now brighter and less blurry.

  • All custom battles are unlocked. You can play any of them from the start without the need to unlock from the campaign.

  • Improved 3D perception of map and repaired various sections that created problems of no visibility.

  • Intensified terrain elevation of Cemetery hill area (it was too flat) increasing this way its defensive bonuses.

 

-------------------------------
Old message
Hello Generals,

 

We were planning to offer you a patch this week but unfortunately it is not yet ready. We are sorry for this small delay but we want to ensure you that we are working on fixing some major issues right now so that the patch is good and stable.

 

A very brief info of what the patch will include is the following list:
- Artillery Targeting LoS major fix.

- Many AI improvements.

- Revamp of gameplay for more challenge.

- Many battle flow fixes that caused chain of scenarios to not open all the paths properly, for example losing Cemetery Hill for no reason or not progressing to a special battle but to another more generic.

- Tilt-Shift has more brightness and is not so blurry at edges.

- Improved 3D perception of map and repaired various sections that created problems of no visibility.

- Battle delay will be triggered properly. Incidents of too much delay is solved.

- 1st day battles have increased duration.

- Terrain plays even more role to movement, cover and tactics.

- 6 new Multiplayer maps that are also available in custom battles.

- Added chat to multiplayer.

- Unlocked all custom battles after popular request.

- Fixed issue that could cause units to freeze at edges of the map.

- Fixed cases that could result in rapid back and forth of units movement.

- Fixed or made very rare cases that units could target dead enemy units.

- Fixed some stability and functionality issues of multiplayer.

- Other that will be mentioned in more complete patch notes...

 

and... Linux version will be available.

 

PS.

We need people to test Linux version before the official release.
Please PM me to provide beta keys.

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*UPDATE* 12/11/2014

Added final changelog.

The patch will be available soon, after testing it in closed beta.

 

Ultimate General: Gettysburg Patch 1.01

LINUX version available!
Linux users will now be able to enjoy Ultimate General: Gettysburg. It is good to notice that the game is bought once in Steam store and is multi-platform compatible for Windows, Mac and Linux.

 

MULTIPLAYER

  • +6 New Multiplayer maps:
    The Confederates counter attack Seminary Ridge
    - Fight for 2 hills
    - Meeting at Cemetery Ridge
    - The Round Top hills attacked from the south
    - What if Buford had not held McPherson Ridge
    - Pickett's charge! (MP edition)

  • Chat functionality: You can chat in battle lobby using the special text window as well as during a battle by pressing the “Enter” key.

  • Updated Gameplay to fit single player new improvements (Read below).

  • Fixed some stability and functionality issues of multiplayer.

  • Conquer the map” now gets cavalry reinforcements properly from the west valleys giving greater opportunities for the Confederates to flank Cemetery ridge.

AI

  • AI will now be a stubborn defender when it has to be. It will actively attempt to protect the objectives of high priority and will not chase other units away as it did before. This is especially noticed in maps that the AI Union has to protect Cemetery hill.

  • AI will be more decisive in its decisions to storm your positions with multiple unit charges.

  • AI will often maneuver its units in columns behind its lines to support flanks and mobilise reserves. This helps AI a lot when it has to defend locations such as Cemetery Hill and Culp's Hill where is needed to switch reserves between the hills.

  • AI will often advance its artillery closer to your positions to inflict more casualties.

  • All AI personalities got improvements according to their character.

  • AI will not use cavalry & videttes irritatingly and too much aggressively but will use them to harass you whenever it is needed, as player does.

GENERIC GAMEPLAY

  • More resilient morale that takes into consideration much more than before the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile through out the battle.

  • Rebalance of overpowered charge. Uncoordinated frontal assaults at heavily fortified positions will be suicidal actions that can lead to units losing their fighting condition very fast. A slower advance results to units being effective for a longer period of time.

  • Rebalance of overpowered cavalry. Cavalry is now very fragile against fire arms.

  • Improved unit targeting and auto-line management. Your units will require even less baby sitting.

  • Artillery movement speed is increased in relation with infantry speed.

  • Intensified terrain movement penalties. Units climbing hills, entering house or tree areas will slow down significantly. Defensive positions now will get an even bigger bonus.

  • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer.

  • Units moving in a firing formation line will be much slower in relation with column formation. You now can use columns to maneuver faster or slowly fire and advance in line formation without isolating from the main force.

  • Increased ranged combat lethality. Musket close range fire will be lethal as well as canister fire. Artillery will be an essential defensive weapon and from distance it will sufficiently support the attack, especially when it shoots at flanks.

  • Improved soldier movement mechanics. Sprites die in the formation more evidently and they are less synced with each other for more realistic visuals. The new soldier mechanics affect also gameplay as wider formations receive more damage and trigger melee collision more properly.

  • Improved melee damage and visual mechanics.

  • Increased available time for many scenarios that could be rather short in duration.

  • Increased command radius for Confederate Generals Hill and Ewell.

  • Balanced some Generals' morale and condition regeneration bonuses that were very high.

BATTLE FLOW

  • Pender's division infantry arrives now sooner and can participate in the first battle engagement for the Confederates. This increases the tension of the first battle and opens more ways for speculative scenarios.

  • Stannard will arrive sooner if the Union withdraws to Cemetery Hill in the 2nd phase of the battle. Stannard helps the army of the Potomac to hold its ground significantly.

  • Battle delay is now triggered properly. If objectives are secured, then the timer will start and you will not have to wait a lot unless your enemy pressures the attack.

  • Battle will now end if one side throws away from the map the whole enemy army.

  • Fixed several battle flow errors that could result in the battle campaign to end prematurely or not to continue to a special scenario. For example, you could lose Cemetery Hill even though before 2 battles you had secured it, or you could retreat to Cemetery Ridge while your forces gave a hard fight to hold Oak ridge etc.

  • Fixed errors in some battles that gave not victory message even though you had captured the most important objectives.

BUG FIXES

  • Major artillery targeting fixes. Artillery will no longer refuse to fire in locations that provide clear line of sight or ignore nearby enemies. Canister auto-targeting is now deadly due to this fix.

  • Fixed back and forth irritating movement of units that was especially noticed for skirmishers, cavalry and artillery.

  • Solved many problems that could result in wrong retreat directions.

  • Fixed or made very rare a bug that makes units to target dead eradicated enemies.

  • Fixed a Freeze bug when Slocum reinforcements arrived.

  • Fixed wrong randomization setting for some historical custom battles. For example you can now enable “Randomize” for Pickett's charge battle and units will start from historical and not random positions with varying condition.

OTHER

  • New music volume slider in options. The volume is by default 100% and this could not change because it could corrupt your user generated options.

  • Tilt-Shift is now brighter and less blurry.

  • All custom battles are unlocked. You can play any of them from the start without the need to unlock from the campaign.

  • Improved 3D perception of map and repaired various sections that created problems of no visibility.

  • Intensified terrain elevation of Cemetery hill area (it was too flat) increasing this way its defensive bonuses.

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For civil war and civil war game fanatics like me, this game is well on its way to being a true classic! I've already spent a much as 6 hours straight playing this game.  With the new improvements, that may go to 12 LOL! Good thing I'm retired!      

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