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Upcoming patch 0.9 approaching (UPDATE: 12/9/2014)


Nick Thomadis

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Hello all fans of Ultimate General: Gettysburg,

 

We planned to offer the next big update this week but a series of bugs we have detected in Multiplayer has delayed us. Only a few things remain though to provide the Test build to our volunteer testers and then we will be able to provide the patch to all of you. We consider this update the last before the full release. So it will be very important that you test, to see that everything is all right and report to us the good and bad of the game to notice and address. We would like to inform you what comes next. Here is the changelog so far (the list may change):

 

Ultimate General: Gettysburg Patch 0.9

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MULTIPLAYER

  • + 3 New Multiplayer Maps:  “The battle of Devil's Den”, “Conquer the map”, “The Union attacks Benner's Hill”.
  • Multiplayer avatars: 5 officers that played big role in the battle for each side can be used to personalize your profile:
    Union: Meade, Reynolds, Howard, Sickles, Buford
    Confederates: Lee, Longstreet, Ewell, Hill, Stuart
  • Multiplayer Support for MAC PC
  • Multiplayer can now be accessed from the Single Player menu.
  • Steam friend invitation is available.
  • Steam names now visible during multiplayer match under the forces bar.
  • Battle result window is more informative.
  • Bug fixes.
  • Various disconnection problems solved.

NEW FEATURES

  • Multi-save: There is auto-save as before when you start a new battle and exit the game but you can also create your own save games (during battle go to options to save). The save stores the unit positions which are demonstrated in the preview map when you load the battle.  The date and time is always visible in the battle briefing to have exact knowledge of the campaign situation.
    Note: Unit actions such as charge or retreat are not saved.
  • Short Tutorial videos: When playing the game for the first time and select one unit you watch a series of videos which explain basic gameplay elements. You can watch any times these videos in options during gameplay.
  • Final battle Statistics: When you finish the campaign you get the final report for all the units that fought the battle via Order of Battle or Full Unit list. You can now examine which units were more effective and which badly beaten.
  • Menu music: Added music to main menu. Other music tracks pending to be added.
  • Easier custom battle unlock:  After completing a battle phase you unlock the rest custom battles of the same phase. Some battles unlock only when you play them with specific side. So to unlock all you need to finish a campaign with both Union and Confederates passing through the maximum phases which are now 8.
  • Extra custom battles: All Multiplayer maps are now playable in Single Player Custom battles to practice them against the AI.
  • 3 Achievements: Any player is awarded the Battle of Gettysburg 150th Anniversary Medal when playing a battle .Win a Union Campaign to earn the Medal of Honour. Win a Confederates’ Campaign to earn the Southern Cross of Honour.

NEW CONTROLS

  • Multi-selection with lasso: Use left mouse click to create a custom area to select units. Previous functionality using the Ctrl key remains an alternative.
  • Zoom with keyboard keys: Zoom in/out with +/- keys.

GAMEPLAY IMPROVEMENTS

  • AI overhaul: All AI personalities will be able to attack and defend according to their special stance much more efficiently, make lines and respond to any threat. In particular the AI is now better in handling artillery, reinforcing areas and flanking. Additionally all personalities will be aggressive enough to push for an assault when it is needed to win the battle.
  • Gameplay balance fine tunes:  Several important changes to all the battle mechanics, especially to morale, combat lethality and battle pace with aim to increase realism and challenge.
  • Artillery targeting major improvement: Issues that were reported should be now fixed.
  • Melee mechanics improvement: Melee will last longer and will be more bloody. Often there will be moments of tension when sides try to control objectives watching thousands of soldiers dueling, firing, falling back and charging.

TEXT/CAMPAIGN BATTLE FLOW

  • The multi-day battle is now finalized including 4th day.
  • Fixes in texts.
  • Battle Flow fixes.

BUG FIXES

  • Fixed various bugs that could result in game freezes.
  • Fixed freeze when pushing out of map units that were still in reinforcement movement mode.
  • Fixed melee tremble (flag and soldiers to move very fast left-right).
  • Fixed units cancelling their reinforcement path to target enemies from far distance, issue especially annoying for AI artillery.
  • Fixed morale not regenerating fast enough in some cases.
  • Fixed issues that could result in wrong retreat paths.
  • Fixed all remaining Decision room maps that were not visible.
  • Partial fix of units not firing enemies near them.

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Thank you for your patience. We are eager to release the patch and read your feedback.

 

Many regards,

The Game-Labs Team

EDIT: 10/9/2014

There is going to be a slight delay because the patch is not ready yet. We are solving some last bugs and issues that affect also gameplay. A first beta version is given to our selected volunteer testers and it will get updated with fixes. After we are pleased with the result we will provide the final version to all of you. Stay tuned!

 

EDIT2: 12/9/2014

The patch is going to be released today/tonight.
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Not today - oh well, if later will be better, then later is better.  

  • Melee mechanics improvement: Melee will last longer and will be more bloody. Often there will be moments of tension when sides try to control objectives watching thousands of soldiers dueling, firing, falling back and charging.

Does this mean they units will retain some formation shape and cohesion with some front line until broken?  Sometimes right now it looks like a soccer field riot of grey and blue figures running around in Hollywood's idea of a battle (every man doing his own thing). 

 

 

  • Fixed morale not regenerating fast enough in some cases

More so in multiplayer, units will break back, form up in the rear and sit at zero morale for a long while, though a Corps commander might help spark a recovery sooner. They will march around at zero morale and good condition.

 

Is this the problem mentioned, or as intended?  BTW, how do you get depressed troops to recover?

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Nick, how come I can't see any of the stuff that you mentioned in Pet Peeves topic in this list? A change in artillery running range or a fix for units routing through others? Are they in 0.9 or they're just planned for the next patch?

All included in the gameplay changes. The list would be enormous if we added every small detail.

 

Good luck guys let me know how I can help. 

 

Edit:

 

A suggestion:  Try to make a 'queue any map' button for multi player to cut down on wait times

It is an addition we discuss in the team to implement.

 

Not today - oh well, if later will be better, then later is better.  

Does this mean they units will retain some formation shape and cohesion with some front line until broken?  Sometimes right now it looks like a soccer field riot of grey and blue figures running around in Hollywood's idea of a battle (every man doing his own thing). 

 

 

More so in multiplayer, units will break back, form up in the rear and sit at zero morale for a long while, though a Corps commander might help spark a recovery sooner. They will march around at zero morale and good condition.

 

Is this the problem mentioned, or as intended?  BTW, how do you get depressed troops to recover?

Melee will just work much better, not so buggy as it was in previous versions. Units will collide with each other and soldiers will fight. As one unit wins the other slightly fall backs, there can be shooting between them from point blank range, then again melee etc. Melee will get more improvements.

This gives me hope. Sounds like melee will now include firing as it should be and melee will be more decisive (hopefully meaning artillery crews no longer stand against brigades but can stand against videttes).

Artillery crews should withstand much more realistically the assaults of infantry or cavalry.

 

This sounds amazing. Also, Can we have an option where we can click on the map showing troop postions on events we cant decide on? for example the 1st scenario It would be nice to view the postions as they are a tad small to see. Unless im missing this

U

tumblr_inline_n2tq6kXLW91rzx26w.gif

Maybe in the next game :)

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ANNOUNCEMENT

There is going to be a slight delay because the patch is not ready yet. We are solving some last bugs and issues that affect also gameplay. A first beta version is given to our selected volunteer testers and it will get updated with fixes. After we are pleased with the result we will provide the final version to all of you. Stay tuned!

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