Here is a new trailer for the upcoming new wargame in the SGS Battles series, on the topic of the important battle of Shanghai, in 1937: SGS Battle for Shanghai. Coming soon on Steam.
SGS Taipings will receive a major update, with the most important Loyalty system (which already works in SGS We The People) part of its design.
The loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded.
Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.
Loyalty will also affect income (a region 50% loyal to you will bring only half income), and fog of war: you can see all details of enemy forces in regions that are stringly loyal to you...
This will come with two dozens of extra cards, and many more events.
So in short, a complete new (and improved) way to play
More Events
We will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:
Firefly warship capture (1860)
Baocun village anti-taiping rebellion (Zhejiang, large force, 1861+)
Ling Gong revolt in Taiwan (1853)
Shuntian Army uprising (Sichuan, 1859)
Alternative choices for Tianjing massacre (you will have the choice of which leaders to keep and which to execute)
and more...
More Units
New leaders, such as Augustus Frederick Lindley, Song Jingshi, Lan Chaozhu or Zhang Zongyu
River Forts (including Jiangnan fortress)
and more...
Game engine upgrade
All the next major engine update will be in the game. Some Taiping specific issues will be solved.
Price Change
Because of new content, the game price will be increased. The GOOD NEWS for all of you who already own the game by then is that you get ALL the above for FREE
Here is a new trailer for this future wargame in the SGS Battle series, on the topic of the emblematic siege battle of Dien Bien Phu that ended French rule over Indochina in 1954.
Here is a quick post to answer an interesting question from one player on Facebook : "What has been the best selling SGS game so far?"
So, if you consider from the start of the serie, since SGS Winter War, then the four best sellers in term of quantities are : SGS Taipings, SGS Korean War, SGS Afrika Korps and SGS Winter War.
It changes a bit if you consider the fastest selling SGS titles, so in term of time since their release, then it is currently : SGS Taipings, SGS Nato's Nightmare, SGS Korean War and SGS Afrika Korps.
In a way we can say that so far our top 3 would be : SGS Taipings, SGS Korean War and SGS Afrika Korps.
SGS Arena
We're opening a new group as we did recently on Facebook, see here, for gamers who prefers using Steam to search and find opponents for multiplayer games : SGS Arena
Enjoy !
Havana Entry
Entry restrictions to Havana harbor lifted for Mexican frigates.
SGS Nato’s Nightmare : teasers
Here are three new short videos for the upcoming SGS Nato’s Nightmare. The release of the game is planned for May 4th, 2023. Enjoy !
-50% to -60% off on many games from Avalon Digital. April 20-24 2023.
Steam Spring sale 2023
Up to -50% off on most of our titles. Till March 23rd, 2023. (SGS Taipings is at -25%, and SGS Korean War is at -30%).
SGS MAJOR UPDATE 2022
IMPROVEMENTS
(Scenario Selection) We now display the number of turns to play.
(Event list) The size of the pop up is now limited and a scroll bar has been added so that all events are visible. Most recent events are now displayed at the top instead of the bottom.
(PBEM) The game can now send and read a save made when the game's outcome is known.
(Map) Selecting a stack now makes it move to the top so that it is completely visible.
(Map) Improved readability of current stacking value indications on the Map.
(Mini Map) Fixed for scenarios with limited board area. The camera indicator is now updated during camera movements, not only when they are over.
(UI) Added button allowing to browse allied stacks in the region of the currently selected stack.
(UI) Phase list and event list is now open by clicking instead of hovering with mouse pointer to avoid unwanted obscuring of the map.
(UI) All Unit views now update their icon dynamically when the "Use Nato Symbols" option is toggled.
(UI) Unit Counter and Unit Context Info can now display up to 16 strength points.
(UI) Slightly increased width of Card Target Window to accomodate three units. Faster animations. Fixed color of hit indicator (green <-> red).
(UI) Added outline to the name of events in the event list for better readability.
(Camera) Increased max zoom.
(Battle) Added option to disable auto-closing of the Battle screen at the end of the battle, giving the user more time to examine the battle log.
(Battle) Removed elimination of support units if their nation do not have combat units anymore.
(Land Battle) Defender now actually retreats during an aerial attack if they do it voluntarily (card or retreat button).
(Land Battle) Voluntary retreat of the defender can start a pursuit if normal pursuit conditions are met.
(Breakthrough) The phase is launched only if at least one region is available for breakthrough.
(Localization) Improved Italian translation (thanks to Adalberto Donati).
(Localization) Added Korean translation (thanks to GomNaru).
(Saves) Largely reduced size of saves in scenarios where a lot of units are forbidden in a lot of regions.
(Rules and Scenarios) Updated PDF Renderer.
(Projectiles) Added projectiles to the stack cycle button.
(Projectiles) Implemented Projectile launchers (only in SGS Korean War for now).
(Supply) Added new scenario rule that besieged units in fortress also suffer from lack of supply (default = true).
(Supply) Lack of supply effects are delayed by one turn inside fortresses.
(Reinforcements) Now hiding unit details for AI player.
BUGS
(Game Events) Fixed bug where effects of a card deactivated by another effect could stay active.
(Air Movement) Fixed incorrect display of move range for stacks with infinite movement.
(Air movement) Fixed issue were game would hang during AA fights if the AA units contained only support units.
(Air movement) Fixed bug where moving a non-interceptable moving stack caused the game to hang.
(Air Return to Base) Fixed bug where some units not supposed to return to base would still do it.
(Air Return to Base) Fixed bug where airs units could not get back to their base and were destroyed.
(AI Air Movement) Fixed bug where AI would send air units to do strategic bombing while this is disabled in the scenario.
(Map) Fixed bug where hidden anchors were considered as visible.
(Assaults) Fixed assault test not verifying that at least one unit should be in the region.
(Assaults) Fixed bug were possible assaults were ignored after leaving a breakthrough phase.
(Siege) Fixed issue were Siege card would stay active more than the expected duration.
(Battle log) Fixed missing translation.
(Battle report) Fixed a bug where anti-aerial fights were incorrectly reported as dogfights.
(Battle report) Fixed a bug where support units participating in combat were reported as dead, while these units cannot be hit during battles.
(Resolution settings) Fixed issue where the resolution settings would sometimes not be applied.
(UI) Fixed potential bug where sometimes the Time scale could become negative.