Update 10 test

Ask, comment, read.
User avatar
Danielefc
2x2 Games
Posts: 550
Joined: Thu Nov 24, 2011 10:03 pm

Update 10 test

Unread postby Danielefc » Fri Jan 10, 2020 11:11 pm

Update 10 Test
We'll be updating this list as the beta updates are rolled out. (last update 14/01)

New standalone scenario: Wacht am Rhein!
Experience the Battle of the Bulge from the Axis perspective.

We'll be updating this list as the beta updates are rolled out.

New Features and changes
* Wacht am Rhein scenario
* En route HQ and unit locations are now always shown in the En route view (even for units arriving on later turns)
* Recon in force can now capture 3-step stragglers and HQs
* Combat shifts are now displayed for Air Attack, Saturation Strike and Naval Bombardment
* Added danger markers on own units in the Saturation Strike view
* Reorg steps are no longer counted as casualties
* Localization update

* Addition of one purchasable US engineers at each conference in Northern Europe

Fixes
* Added deployment phase to Advance To Antwerp scenario
* Entrenchment now removed when assault/river crossing
* HQ deploy positions fix
* Fixed playable area in the "End at the Elbe" scenario
* Kill unit objective fix
* AI rearguard fix
* Fixed end conference reminder tooltip
* Fixed combat sheet text: "0.5% to reduce" -> "50% to reduce"

* Fixed objective sheet not updating when an objective is captured with a para drop
* Fixed crash when exiting a map view in history mode while a unit is selected
* Fixed crash when an empty hotkey is bound
* HQ generals are now changed on campaign scenario end
* Fixed towed suppression on already suppressed specs
* Fixed some specialists being suppressed after a LCI landing
* Emergency supplied units can no longer be deployed to

* Localization fixes - special thanks to user "pendantry"
* Price fixes and changes to specialists in Northern Europe (enjoy the 10 prestige British arty while you can!)

-----
* Wacht am Rhein balance update
Last edited by Danielefc on Tue Jan 14, 2020 6:06 pm, edited 5 times in total.

Eskuche
First Lieutenant
Posts: 10
Joined: Fri Jan 03, 2020 9:16 pm

Re: Update 10 test

Unread postby Eskuche » Sat Jan 11, 2020 2:06 am

There are .25% chance to reduce entrenchment sometimes too. Is this also supposed to mean 25%?

User avatar
Tomislav Uzelac
2x2 Games
Posts: 1870
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: Update 10 test

Unread postby Tomislav Uzelac » Sat Jan 11, 2020 9:34 am

@Eskuche: that's the same bug - we had a number formating error. Fixed in testing branch now.

Ryan
Captain
Posts: 37
Joined: Sun May 06, 2018 6:51 pm

Re: Update 10 test

Unread postby Ryan » Mon Jan 13, 2020 1:51 am

Excellent work on wacht om rhine, the allies can do proper defense now. :o However, sometimes the allies are too keen to destroy one of my unit but gives up their entrenchment, allowing me to advance quickly. I didn't choose the historical path which to break through the forest but a two-pronged attack towards Aachen and Luxemberg. I managed to take antwerp but failed to take marche, which results a defeat. Isn't antwerp the ultimate goal of germans? Maybe consider taking Antwerp as a victory?

User avatar
Danielefc
2x2 Games
Posts: 550
Joined: Thu Nov 24, 2011 10:03 pm

Re: Update 10 test

Unread postby Danielefc » Mon Jan 13, 2020 1:05 pm

@Ryan

Were you playing on easy/normal/classic/hard? On normal and easy it will probably keep being viable to go multiple more or less weird a-historical ways. But on classic and hard the intent is to have you chose between the Liege route or the Bastogne route. Originally Antwerp and Brussels were the two primary objectives. It was a lot of fun this way, but very hard. Since this is the first official German scenario I do not want to make it a frustrating experience for players who might not have mastered the game fully yet. Essentially I have chosen Marche as the "primary" as this was as far as the Germans got historically (in any meaningful way). Primary objectives are usually chosen by either:

a.) How far the advance came historically
b.) The minimal advance required for the operation to not be considered a failure.

Since b.) was so "ridiculous" in terms of realism in this scenario I opted for setting it as a bonus objective.

Anyway - I'm gonna up the "agro" of the AI if you cross near Luxembourg or Aachen in the first few turns. This should be enough to not make these avenues of attack more desirable than the hitorical route.

Cheers :)

Ryan
Captain
Posts: 37
Joined: Sun May 06, 2018 6:51 pm

Re: Update 10 test

Unread postby Ryan » Mon Jan 13, 2020 9:55 pm

I was playing on classic.
I was quick enough to capture the spawn locations of around 7 divisions near Luxembourg which makes my life lot easier.
My last try was on hard mode. I found it extremely difficult to continue advancing after taking Bastogne since US/UK armor keeps attacking my leading unit. I was not able to go as far as what Germans did historically. I think the historical path is too hard.
I think as long as players don't go historically, some AI counterattack hints won't trigger.
Finally, I wonder why Nord division spawn at Namur. I really want a strong infantry division to do set piece attacks for me :(

User avatar
Danielefc
2x2 Games
Posts: 550
Joined: Thu Nov 24, 2011 10:03 pm

Re: Update 10 test

Unread postby Danielefc » Tue Jan 14, 2020 12:14 am

Ah - overrunning the spawn locations - I feared this would be an issue. Next version will be out tomorrow. It will have a few US infantry divisions arriving one turn earlier near Luxembourg and increased toughness of the clear terrain river hexes near Luxembourg and Aachen. The historical path is hard. But tweaking won't stop until the a-historical paths are equally hard ;)

The 6th SS Mountain is set to spawn on Namur/Liege as it was a division that was set to join in the Ardennes, but when the offensive stalled it was sent to Alsace to take part in operation "Nordwind" instead. So if you get far enough this represents that it was not sent south since you did much better.

Cheers :)

As you have all probably gathered the Germans play differently than the Allies. They are more reliant on recon in force and feint attacks... combined with pure "brute force".

Ryan
Captain
Posts: 37
Joined: Sun May 06, 2018 6:51 pm

Re: Update 10 test

Unread postby Ryan » Tue Jan 14, 2020 6:32 pm

Historical path definitely seems viable now. Great work! :D
You do not have the required permissions to view the files attached to this post.

Adronio
Major
Posts: 62
Joined: Fri Oct 18, 2019 11:05 pm

Re: Update 10 test

Unread postby Adronio » Wed Jan 15, 2020 10:32 am

Ooh nice, getting back into the groove of ye old axis playstyle is going to be interesting, especially now that you can't rely on running over inadequately supporter Russian infantry. Atleast the snow doesn't directly hamper your attacks anymore.

Adronio
Major
Posts: 62
Joined: Fri Oct 18, 2019 11:05 pm

Re: Update 10 test

Unread postby Adronio » Wed Jan 15, 2020 5:39 pm

Ow, this mission is damn hard on classic. God I wish I had some SP-Arty so I could return the damn special attack favour. Atleast I did manage to 'win'... Barely.

Also does this update change how cornered works? I've had several times where my unit gets cornered even though it should by all accounts have retreated into one of my backline spots. This absolutely murdered several of my panzer divisions and I don't know why and it is kind of annoying.