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Surtur
Posts: 39
Joined: Tue Jun 12, 2012 9:59 pm
Location: Milano

To End All Wars gets its first major patch!

Fri Nov 14, 2014 11:00 am

Following the release of To End All Wars last summer, the biggest Great War strategy game gets a huge update today! Thanks you the great feedbacks on the game, we have been able dig into the code to create a much improved overall experience for this already solid game. The patch includes a great number of fixes, such as some of the strange naval movements in the Atlantic Ocean, as well as balance changes, including the artillery rework. Further changes include the addition of new generals (with historical pictures!) as well as various AI logic improvements. All of this underlines the developers’ continued support for To End All Wars in cooperation with the great community!

Ageod’s To End All Wars is a new game designed around one of the greatest wars that mankind has ever experienced. In this grand strategy game, players will take control over one of the major alliances that so desperately fought for control over Europe and to end all wars. Of course the engine has been updated and altered to convincingly simulate Great War warfare. Continues lines of trenches can be created by the player (and the AI) and special rules allow air units to fulfil missions even beyond enemy lines. Other features brought by this title include the new diplomacy system and the new research system.

You can grab the patch here, or use the automatic update tool.

Click here to find out more about To End All Wars.

Change History v1.01:

Gameplay
• Grand 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.

Interface & engine
• Decision cost added instantly to interface.
• Fixed negative display loss in resources.
• Fixed reversed battle plans effect display
• 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 UserInterface.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:
o Day of battle shown
o Colored, more detailed battle plans description with advice
o 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.
• In Ledger, Unit List, units under construction are now shown as fixed.
• Enlarged Event window for better readability
• New option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons
• 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 modding

Historical setting, data and events
• Fix for weird off map naval moves in the Atlantic Ocean
• Events to cover arrival of US forces in France.
• Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
• Exported 2 new scenarios (West 1914, East 1914) for further testing – please provide feedback
• 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, revised artillery usage and power
• 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
• Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
• 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.

AI
• SplitLargeStacks anti doomstack algorithm
• AI better at buying replacements and units
• AI Agents will be less predictable
• Tweaked AI so that commerce ships stay much more in commerce box
• AI less prone in retreating into structures in regions part of the front.
• 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
- Community Warlord -

User avatar
Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Fri Nov 14, 2014 1:04 pm

Yes! Now I can start my PBEM with Merlin. :)
Care to unify Germany as Austria? Recreate the Holy Roman Empire of the 20th Century:
Großdeutschland Mod
Are you tough enough to impersonate the Shogun and defy the Westerners? Prove it:
Shogun Defiance Mod (completed AAR)

Nico165
Lieutenant
Posts: 134
Joined: Mon Feb 04, 2013 2:05 am

Fri Nov 14, 2014 4:59 pm

Thanks !

Might be a good idea to post this info in the TEAW forum though :)

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Pocus
Posts: 25661
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Nov 17, 2014 3:07 pm

Yes, we will post infos in the TEAW forum too. Please also note that the readme in the patch is trailing slightly behind and does not include latest changes in 'release candidate 9', but the patch itself is full, up to date and final, so no worries.
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