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To End All Wars - Patch v1.01
Posted: Thu Sep 04, 2014 4:01 pm
by Templer
Kensai wrote:We have a v1.01 patch in RC1 right now, but is in beta test at the moment. Everyone is working for you guys. The game is not even a week out, you will be delighted by the future support. AGEOD has made a name in supporting and improving their games in the very long term. Hey, we even expect a PON patch!

As the manual says in page 9, future iterations of the game (patches) will provide other game scenarios as well, both isolated theaters and later dates. Stay tuned!
Huh! That's what I call quick action!
Someone knows what changes this patch will bring?
And a Pride of Nations patch soon?
I'm stunned, breathless, speachless...

Posted: Thu Sep 04, 2014 4:50 pm
by Kensai
No idea. When it is ready I guess. The beta team has moved to RC2 (that's all I can say).
Regarding the PON patch, trust me, I could kill for a patch on my favorite game coming even earlier than the EAW one, but you need to understand the priorities of the small AGEOD team. PON is a mature game by now, it has made its cycle. It has given most of us an extremely high number of lost... erm... played hours on Steam. (I am too embarrassed to disclose my own!). If Philippe manages to squeeze some effort from his personal time, it could be done, as he has done so in the past. But bear with me: priority support now have
the current titles and this is the way it should be. I don't even want to imagine the whining if it was the other way around!

Posted: Thu Sep 04, 2014 5:00 pm
by Tamas
We have been paying close attention on all the players' feedback of course, and have been working on improving the things that people have mentioned. We already have some nice results, but these are still a work in progress, so that is all me and the beta testers should say about the whole thing, as there is no point in mentioning or promising something that might change form by the public patch release.
Posted: Thu Sep 04, 2014 6:23 pm
by Nico165
Kensai wrote:We have a v1.01 patch in RC1 right now, but is in beta test at the moment. Everyone is working for you guys. The game is not even a week out, you will be delighted by the future support. AGEOD has made a name in supporting and improving their games in the very long term. Hey, we even expect a PON patch!

As the manual says in page 9,
future iterations of the game (patches) will provide other game scenarios as well, both isolated theaters and later dates. Stay tuned!
Interesting quote. I just checked, CW2's first patch did contain a new scenario 10 days after release :
http://www.ageod-forum.com/showthread.php?32443-CW2-Public-Beta-Patch-1-01-(release-candidate-1)Any more hint what it might be this time ?

Posted: Fri Sep 05, 2014 12:56 pm
by gotrek
I'd rather see something fixing the Mega stacks the AI seems to love rather than new scenarios. also something to prevent AI Great Britain from emptying its shipping lanes for no reason.
Posted: Fri Sep 05, 2014 1:37 pm
by Kensai
They should be locked in place (as the German merchant ships are in the Baltic) or at least set the AI bias to keep them in those boxes. Otherwise indeed the UK starts suffering really fast.
Posted: Fri Sep 05, 2014 2:21 pm
by Shri
Kensai wrote:They should be locked in place (as the German merchant ships are in the Baltic) or at least set the AI bias to keep them in those boxes. Otherwise indeed the UK starts suffering really fast.
Yes, Locking is a good option, but the problem is supplying them.
Posted: Fri Sep 05, 2014 2:29 pm
by Kensai
Supplies should reach these boxes, they should be in the chain of propagation naturally. Helgoland was having a similar problem. All in all, indeed there is need to check again certain chains that might have got away. For example, if the Germans (manage to) have merchant ships in the Atlantic shipping box as well, supplies should flow from Germany via the box up to the African and Asian colonies.
In my opinion Germany should start with a couple of merchant ships in the Atlantic (and Mediterranean) boxes as well.
Posted: Fri Sep 05, 2014 2:32 pm
by HerrDan
Kensai wrote:They should be locked in place (as the German merchant ships are in the Baltic) or at least set the AI bias to keep them in those boxes. Otherwise indeed the UK starts suffering really fast.
Yes, that's for sure. I'm not sure if this is the reason, but Great Britain suffers a lot, and although I have submarines in the atlantic box, I'm not sure if they're sending merchant ships to there, I know that by mid 1915 their alignment is droping to quickly.
Posted: Fri Sep 05, 2014 2:38 pm
by Jim-NC
Kensai wrote:Supplies should reach these boxes, they should be in the chain of propagation naturally. Helgoland was having a similar problem. All in all, indeed there is need to check again certain chains that might have got away. For example, if the Germans (manage to) have merchant ships in the Atlantic shipping box as well, supplies should flow from Germany via the box up to the African and Asian colonies.
In my opinion Germany should start with a couple of merchant ships in the Atlantic (and Mediterranean) boxes as well.
I can say that during beta in my test games, as the CP, I got supplies to move via the Atlantic and Med boxes. I don't know where they went, but they did move around. I moved the larger Austrian fleet into the Med box, and got the movement of supplies, and even some $ and WSU (not every turn, but about every 3rd turn). I also moved all the German Atlantic ships (those that start the game in the north or south Atlantic) into the Atlantic box, with I think 1 other Aux Cruiser (from Wilhelmshaven), and got supplies to move, and the occasional $ and WSU.
Public Beta
Posted: Fri Sep 05, 2014 4:51 pm
by Tac2i
How about a public beta release? That way we can try things out and give you some feedback.
Kensai wrote:No idea. When it is ready I guess. The beta team has moved to RC2 (that's all I can say).
Posted: Sun Sep 07, 2014 9:45 am
by caranorn
Kensai wrote:Supplies should reach these boxes, they should be in the chain of propagation naturally. Helgoland was having a similar problem. All in all, indeed there is need to check again certain chains that might have got away. For example, if the Germans (manage to) have merchant ships in the Atlantic shipping box as well, supplies should flow from Germany via the box up to the African and Asian colonies.
In my opinion Germany should start with a couple of merchant ships in the Atlantic (and Mediterranean) boxes as well.
Scout cruisers seem to push supply (as they have minimal transport capacity) (was getting supplies moved messages as CP)...
Posted: Sun Sep 07, 2014 9:48 am
by caranorn
Tac2i wrote:How about a public beta release? That way we can try things out and give you some feedback.
I don't think public betas are justified as long as they have a largish beta team together, which I presume to be the case right now...
gotrek wrote:I'd rather see something fixing the Mega stacks the AI seems to love rather than new scenarios. also something to prevent AI Great Britain from emptying its shipping lanes for no reason.
I expect they have a large enough team to do both. Researchers are not necessarily the best testers and vice versa...
Posted: Mon Sep 08, 2014 1:54 am
by Jim-NC
Tac2i wrote:How about a public beta release? That way we can try things out and give you some feedback.
Welcome to the forums Tac2i

Posted: Mon Sep 08, 2014 3:20 am
by LoupVert
Do you guys already know if our 1.00 saved games will be compatible?
Posted: Mon Sep 08, 2014 3:36 am
by Reiryc
LoupVert wrote:Do you guys already know if our 1.00 saved games will be compatible?
Don't know yet until a final release candidate of the patch is presented for final testing.