Genre: Real Time Strategy (RTS), Simulator, Strategy
Grand Tactician: The Civil War (1861-1865)
Patch 1.0210
Uploaded November 7, 2021:
Thanks again to all development patch testers! Please report bugs and/or ideas in the following forum: https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
AI now defends more carefully and watches out better for nearby enemies
fixed: units joining an autoresolved battle are not stopping but continue movement
fixed: potentially wrong faction in naval battles when reloading while a battle rages
added enhanced info panel for autoresolved battles (land battles, siege combat, fort bombardment, naval engagements)
fixed: Diplomacy I selected in summer 61 scenario leading to wrongly assigned weapon types
fixed: loading of saved tutorials fails if FOW options were changed
playing manual battles in campaign tutorial is now not possible anymore
fixed: LTGen act does not promote commander in chief to LTGen
assumed fixed: playing background music twice while inspecting campaign after a won campaign
fixed: multiple garrisons may take part in siege combat
added drop down list below the alarm icons on top to directly access the autoresolve-panel
fixed: wrong correlation between availability of weapons on the markets and equippable units
removed: high combat intensity in sieges if besieging unit has offensive stance activated
fixed: regualars act may add a Minnesota brigade to CSA armies
newspaper messages can now be deactivated in options menu
added to options menu: keep game paused after closing panels
fixed: sea raiders perk not blocking trade nodes
added: damages of forts through siege combat
logics changed: increase of stock of supply depots now lead to immediate expenses, shown as separate position in finances tab
supply depots are now fully filled at scenario start to prevent huge spikes in expenses at start
fixed: provision and coal stock for fleets too high
arms agents/security measures: number of weapons in stock is increased/reduced (before: only markets were affected)
fixed: ship names for newly constructed ships are resetted when reloading
fixed: capturing ships not working
fixed: naval battles may triggered several times as AI cannot retreat out of the enemy fleet range
fixed: when removing a ship name completely a new one cannot be entered
commander exp now increased in naval combats and fort bombardments
Battles:
AI bonus now also applies to loss resilience
AI now acts slightly faster and tries to avoid direct assaults on entrenchments
added quickinfo about locked map functions when HQ papers are opened
fixed: disappearing morale icon tooltips
fixed: retreat time too short for AI although units fully engaged
player can now use the arrow keys to browse through the army hierarchies
AI is now forming up in double lines to deploy quicker
AI acts more aggressive in battles
AI reduces maneuvers in front of the enemy
improved behavior for group commanders whose subordinates are all routed
fixed: move at signal, on time sometimes carried out immediately
Others:
updated: manual is now searchable
Latest Patch 1.0115
Uploaded October 15, 2021:
Thanks again to all development patch testers! Please report bugs and/or ideas in the following forum: https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
fixed: ammo consumption too high in autoresolved battles
reduced effect of debt and negative surplus on rating slightly
added positive effects on AI rating when using higher difficulty
fixed: economy report cumulates monthly founded companies
now showing also killed and wounded brigade commanders in officer loss report
fixed: upgrade of greyed out (not available) weapons possible
added certain weapons to initial stock
commanders may now be promoted manually
fixed: construction icon prevents setting waypoints
tidying up: fort names and conditions are now visible on map only if mouse is close
army icons are now always placed in front of buildings, towns or IIP’s
fixed/enhanced: tooltips and updating numbers for minimized unit panel stats
improved drag and drop behavior, especially for fleets
added campaign tutorial
added workaround for units whose campaign stances are greyed out though no order is delivered anymore
fixed: raiding enemy installations in allied states does not lower own support anymore
fixed: support influence king cotton not counting for allied but for slave states
rebalanced high effect of raiding on state support
changed logic for drag- and dropping of ships: now the full space is used on both sides (except ship list)
probably fixed: empty groups and fleets are not removed, officers not promoted when leaving the military panel via other top panels (eg. strategy, trade etc.)
commanders now can only be promoted if they are active
fixed: captured weapons now also show up if no tech is available
fixed config bug in prefs that probably led to low reinforcement speed
fixed issue that could have led to permanent increase of the number of wounded through reloading saves, though not resetting the numbers in older saves
now preventing replacement of wounded/killed commanders of dummy garrisons
no contract expiries happen for units that are engaged
Battles:
added approximate restrictions to line of fire for units
fixed issues with blocking own units in line of fire
commander initiative off now prevents units from wheeling
commander initiative default can now be turned on/off for all units in main menu options menu
deadly volley: units need to be at fire range 50% instead of 25% in order to gain perk experience
fixed: Battle end screen showing “Courier to xxx” instead of army name if McDowell commands
fixed: rare exception when cavalry units are linked and battle is reloaded
fixed: potential freeze of units in Chickamauga historical battle when entering day 2#
added auto-resizing of sprite numbers for huge battles that could have resulted in stuck loading or memory crashes, note: further improvements planned later
added battle hints for certain unit events below top panel, can be deactivated in options menu
added battle tutorial
fixed: submenus of bottom panel sometimes auto-close while a unit is selected
fixed: timed movement & bombardment on 2nd day starting immediately
Others:
game is now paused while newspaper, message log and dispatches are opened
added tutorials for campaigns and battles
fixed: some game options are now automatically adjusted for tutorials to prevent stuck tutorial situations
added auto pop up for patch notes in main menu
Outlook on 1.02: - further improvements in battle and campaign AI - enhanced info for auto resolved battles (land + sea)
Grand Tactician: The Civil War (1861-1865) Release Stream
Watch Tortuga Power and The Historical Gamer play Grand Tactician!
Grand Tactician version 1.0 Released!
After over a year in Early Access, Grand Tactician: The Civil War (1861-1865) has been released!
We would like to take this opportunity to thank all of the Early Access players -- your help and encouragement has been invaluable!
While the game has now reached maturity and released -status, this does not mean the end of further development. Instead, we are planning on continuing to expand the game's features after the release. The first steps can be seen in our Post Release Road Map, which you can find here:
You may also find the game's manual, fresh from print, in the game's install folder, Steam store and library pages, as well as behind this direct link:
https://store.steampowered.com/manual/654890/
We are, sir/ma'am, Your very ob't se'v'ts,
The Grand Tactician Team
Latest Patch 0.9604
Uploaded September 10, 2021:
Please use separate threads in the forum if you experience any issues: https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
finished intervention tooltips, also for strategy panel
assumed fixed: replacing WIA/KIA commanders sometimes leads to multiple assignments
AI now prefers recruiting smaller units in nearby states instead of larger units far away
fixed: economy report mixes up overproduction and underproduction
fixed: units do not lose ammo while retreating
fixed: sometimes retreat button needs to be pressed twice before battle panel disappears
now preventing states to switch faction by change of support, states may now only switch alliances through policies & objectives
fixed: too dummy commanders are assigned although others are available
fixed: all dummy commanders have home state “Alabama”
improved: AI raises campaign groups although others are close
fixed: CSA policy Mexican Intervention can be activated without Military II
filter search text (military panel) is now cleared when adding new groups or using drag and drop
fixed: filters not working in unit list view
fixed: wrong side information for sunken ships in battle monument tooltip
spawning armies when war starts now start with readiness 0
changed commander appointment system: now lower ranks can be assigned for higher positions, assignment now takes rank, experience and fame into account
Battles:
improved AI refuse flanks and facing behavior, esp. in defensive stance
fixed: units in assault column not triggering charges
fixed: units charging falling back enemies have wrong facing
fixed: if during fallback a new target out of firing range is assigned the selected unit moves towards enemy with reversed facing
victory balance is now influenced by casualty ratios to prevent long lasting battles through objective points
reduced objectives for campaign battles, depending on participating troops
fixed: units have troubles leaving entry points when ordered by player ALT+
fixed: OOB not showing content when opened the first time
units now improve morale overnight
some men now can escape if a unit surrenders, depending on fighting spirit and experience
fixed: AI now reforms from (attack) column to line if firing on enemies (not charging)
assumed fixed: cavalry horse sprites are sometimes shown between enemy and own unit when falling back
Other:
fixed button states/visuals: main menu (all layers), army orders (battles)
Main menu music now not stuttering anymore and linked to music options
fixed: game guide still shown at start of each campaign & battle, although it was already shown before
Latest Patch 0.9504
Uploaded August 29, 2021:
This patch can be seen more as a hotfix for the melee and surrender problems in 0.9409.
Please use separate threads in the forum if you experience any issues: https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
fixed: sorting commanders by administration not working
changed logic for commander filters
raiding of blockade fleets now does not influence national morale anymore
added workaround for units that are placed on navmesh islands and cannot leave
AI now constructs forts on fewer and better suitable construction sites
added preset commander filters when replacing officers
added enhanced tooltip for interventions, though not working as intended yet
fixed high number of disintegrations related to huge block areas around enemy troops
fixed: late game buildings are shown from start on
Battles:
increased influence of losses on victory balance
units now retreat in slightly larger distances towards enemy units to prevent moving through small gaps in enemy lines
fixed: melee status not resetting, leading to surrender of routed units
fixed: AI artillery fallback not working if enemy is close
cavalry and artillery now mount when retreating
Other:
added “X” and “ESC” to close panels, removed similar functionality by using RMB
Latest Patch 0.9409
Patch 0.9409 uploaded Aug 24, 2021:
Please use separate threads in the forum if you experience any issues: https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
fixed: withdrawing sometimes runs into wrong direction
withdrawing now results in more intense rearguard activity and higher casualties
fixed: sometimes units are stuck in permanent retreat because retreat direction was not far enough or inside enemy terrain
fixed: forage not stored in supply depots
fixed: upgrade price for rifles is shown wrong in weapon list
reduced income of income tax massively, increased army upkeep slightly, increased fleet upkeep massively
fixed: sometimes unit withdraw into wrong direction
fixed: exceptions related to siege and navy engagement of same fort
fixed: retreat destinations also take into account neutral and hidden units
refixed: WIA/POW/KIA/Available for service commander filters not working
fixed: disabled commanders from lower unit hierarchies are not replaced automatically
changed wording for intervention tooltip: player needs a major victory in order to provoke Europe to intervene & French interventions needs “Mexican Intervention” policy
rebalanced: intervention forces are now moving faster due to high transport capacity
fixed: intervention forces may now use allied territory to redeploy, before: only invade enemy terrain
AI is now recruiting in states with higher distance to the target army to meet recruitment goals
changed: checking for initial strength relation including reinforcements to evaluate if enemy shall withdraw
Battles:
improved AI micro-maneuvering in front of the enemy
fixed: AI stance settings in historical battles sometimes lead to zig-zag movements
AI now tries to avoid defended bridges and river crossings in macro-movement
if AI decides to retreat EOD the timer is resetted to zero
manually assigned targets are now relieved if enemy routs (except for cavalry)
fixed: broken units sometimes not retreating but holding position in front of the enemy
units that have surpassed loss resilience are now leaving the battlefield via entry point
fixed: remaining lags that occur if units are stuck close to dense forest and retreating/surrendering
fixed: effect of perks for sharpshooters and zouaves were switched, battle perks now achieved faster
fixed: additional battle flags not available
fixed: battle flags are not updating if a new unit is selected immediately, battle flags not saved when leaving battles
using smaller AI groups to deploy faster
commanders now tend to stay closer to subordinated infantry and cavalry units instead of artillery units to stay closer to the front
assumed fixed: AI brigades running into enemy troops without stopping
larger AI groups (eg corps) are now separated into smaller groups when engaged (eg divisions) to improve micro AI behavior
AI groups initially redeploy more towards center of the deployment zone if no objective is located inside
assumed fixed: initial deployment of AI groups within opponent’s deployment zone
The End of Early Access.
[previewyoutube="wTGLYKxgC-U;full"] Gen'l,
This day, August 21, 2021, marks a full year of Grand Tactician: The Civil War (1861-1865) in Early Access. That release, a year ago, saw the game receiving already positive comments from the game media, even as the game was far from finished. Now, after one full year of further development, the game has finally received a release date:
September 24, 2021!
(1800 UTC, which is 1400 Eastern / 1100 Western US time, 1900 Central European)
The year in development, in Early Access, has helped us to improve the game with the help of our superb community -- we'd like to offer our warmest thanks! In addition to fixing bugs in the game, we have added a lot of features and content, and implemented player requested features. During the Early Access period, which has had its highs and lows, we've been happy to see how the feedback and reviews have improved. Many players have already commented, that the version they are playing to-day feels like a totally different game when compared to that, which was released a year ago. The game is now enjoyable and has all the features, and more, that we originally planned for the full release.
But we're not done yet and will keep developing the game further, even after the full release, see the Post-Release Road Map below.
When released in full, on September 24, the game will be available for $ 44,90. While the game is still in Early Access, the price is 10% lower, at $ 39,99. The game's soundtrack is, and will continue to be available for $ 9,99, and a bundle of the game and the soundtrack is 10% off.
10 --> 16 historical stand-alone battle scenarios (1st Manassas, Wilson's Creek, Pea Ridge, Glorieta Pass, Shiloh, Perryville, 2nd Manassas, Antietam, Chancellorsville, Gettysburg, Chickamauga, Olustee, Wilderness, New Market, Bentonville, Appomattox)
Over twice the number of battle maps
Over 1,500 historical commanders
Improved performance and stability
Improved battle and campaign AI
Improved game play balance in battles and campaign
Updated and scalable User Interface (UI)
Improved information in form of addition tooltips and in-game manual ("Field Book"), an external manual, and tutorial videos
Post-Release Road Map.
The game's development will not stop when we release it. During the development we've already come up with a lot of ways to improve the game further. Above are the first steps of our Post-Release Road Map. These steps include features and content, that will be added in regular updates, for no cost:
Rare Weapons: Gatling gun, Coffee Mill gun and 1-pdr Williams gun will be added to the game's list of available weapons. Maybe even more!
Building Options: Player will be allowed to construct government subsidized industries. Hospitals improve recovery of wounded troops and captured enemies construction require POW camps, otherwise the field commanders will offer paroles that will see part of the captured troops returning to service.
New Maps: Further battle maps will be added.
Avatar & Commander update: Players will be able to create their own personal commander (avatar) with their own appearance and preferred attributes. The avatar can appear in the campaign game. Commander attributes can be randomized at the start of the scenario and there will be some improvements in officer management as well.
Visual Improvements: Updating the game's visuals will improve immersion and the looks, while offering further customization options for your troops.
These are the ones we have already decided to add in the game, and further information will be released when the new content is developed!
In case you want to know more about the development of Grand Tactician, don't hesitate to contact the team using the links below - or join the conversation at the game's Steam Discussion forum.
We are, Sir / Ma'am, Your very ob't se'v'ts,
The Grand Tactician -team.
Latest Patch 0.9301
Patch 0.9301 uploaded Aug 15, 2021:
Please use separate threads in the forum if you experience any issues: https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
fixed: reloading campaigns sometimes influences state support in a wrong way, due to historic commander appointments
name search field in military panel is now cleared when tab is switched
added “ready for duty” filter criteria for commanders in military panel
reworked objectives description
changed: units that are in winter/summer quarters AND entrenched are not suffering increased attrition anymore
added AI construction of forts
fixed: upgrade progress for procedural buildings lost when reloading save
rebalancing of campaign objectives
removed initial strength check for engagements for first engaging units, now strength including reinforcements is taken into account
fixed: too many captured guns after a victorious battle
Battles:
captured soldiers now excluded for loss resilience calculation
routed friendly units now do not surrender to routed enemy units if still engaged in melee
no morale updates during night (pos & neg)
fixed problems with loading of some random maps
fixed: units are getting permanent retreat orders if routed, although no enemies are close
removed: units falling back turn around or stop during movement
units now do not stop under enemy fire when crossing a ford or bridge
assumed fixed: lags in some maps, related to failed terrain specs assignment
Latest Patch 0.9205
Patch 0.9205 uploaded Aug 10, 2021:
Please use separate threads in the forum if you experience any issues: https://steamcommunity.com/app/654890/discussions/2/
If you experience lags after playing the game for a while please send us your log to identify the issue. We have seen a handful of issues related to adding a modified 1862 scenario (while loading old 62 campaigns) and fixing a building bug in 0.92.
Campaigns:
captured or removed weapons (through upgrades) can now be used to upgrade existing units
fixed: sometimes retreat paths are running too close, added also revolving retreat calculation if retreat destination is not on own soil
fixed: wrong influences on commander attributes from senior officers
fixed: building upgrades happen immediately
production of companies now much lower for goods that do not generate profits
added further AI bonus features, linked to AI bonus settings at campaign start
modified 1862 scenario: McClellan is now starting on the Peninsular
fixed: workforce in companies is too low
rebalanced production and demand in economy, as well as weapon availability
rebalanced army and fleet upkeep costs
fixed: if campaign is reloaded or a battle is manually played shortly after another one was finished units may become stuck
measures if economy lacks transport ships and locomotives: transport capacity of IIP’s reduced,, supply and reinforcement speed is slowed
IIP’s now create demand for transport ships and locomotives
fixed: sometimes AI units in (autoresolved) combat get another moving order leading to a re-triggering of the combat/siege
added info about total corporate production in monthly economy report
fixed: wrong construction progress for ships
fixed: IIP damage at start of scenarios
fixed: fort changing hands count as captured at the start of scenarios
improved AI behavior for defensive operations close to capital
AI now should be a bit more aggressive in defensive operations
fixed: researching draft acts are only increasing volunteers numbers for a short time period before falling back to pre-act levels
fixed: building upgrades are not saved during upgrade process
Battles:
units now recover morale slower if low experienced
rebalanced: lower gain of fame through battles
fixed: commander of non arrived units do not gain fame
rebalanced construction times of entrenchments
fixed: groups are counted for supported morale bonus
rebalanced morale influences
added enhanced morale info in unit panel
added info about loss resilience in unit panel
fixed: AI units don’t carry out fallback orders properly
skirmishers rebalanced, now have a lower loss resilience and inflict no flanking malus
AI now deploys deeper inside the map in offensive battles
fixed: group movements sometimes left back single units
units now break links if routed
added workaround for units that were stuck in impassable terrain
AI now withdraws at night if it was not successful in capturing an objective within a given time and has not earned victory points
fixed: issues with upgraded parapets when reloading battle save, leading to disappearing parapets and weird unit positions
Others:
fixed: messages sometimes not appearing as icons on the left side of the screen, eg. monthly economy report