(Aerial movement) Fixed game hanging during Aerial Return phase when there were only projectiles to remove from the map
修正
(空中移动)当地图上只有弹丸需要清除时,修正了空中返回阶段游戏挂起的问题
수정
(공중 이동) 공중 귀환 단계에서 맵에서 제거할 발사체만 있을 때 게임이 멈추는 현상을 수정했습니다.
February Update
Fixed a rare but annoying bug where planes returning to base would simply vanish from the game. This was particularly the case with carrier-based planes, but not only (the cause was usually linked with planes coming from multiple origins attacking in one stack the same target).
SGS VERSION 1.5 in SGS Korean War
SGS VERSION 1.5 in SGS Korean War
NEW
Battle view: Battle location highlighted on the map for easier recognition.
Battle List: the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages
Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)
Information: more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.
Combat System: new feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)
Streamlined UI: logic for button looks and position has been rethought and streamlined so that it is consistent in all parts of the game. Most windows now have less transparency and an outline to make them standout better. The top part of the screen has been re-arranged on a fixed top bar and fonts have been adjusted and changed, and a button to get current scenario information added,
New units (airbases defenses, military police) and cards added.
IMPROVEMENTS
Movement: Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)
Retreat: land retreat is now possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat)
Naval retreat and embarkation upon port capture: naval units in a just captured port will sail away, and land units inside port will embark (loading space permitting) on the retreating ships.
Combat: combat bonus are capped at -4/+4 (all modifiers of all kinds added)
Morale boosters are capped (designer choice, here this is +4)
Morale can not exceed 9 (this is max cap, all modifiers from all kinds added)
FoW: reconnaissance cards can only view units not under fog of war now (but may be changed by specific scenario rules), so you no longer see or select yellow spots not visible normally.
FIXES
Video Tutorials: the progress bar progression is now working as expected
Trailer for SGS Battle for Shanghai
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
- (AI) Fixed bug that prevented AI from using air projectiles - (Projectiles) Projectiles now automatically pop out of the launchers, removed the corresponding button
FIXES
- (Movement Rules) Fixed bug that caused interceptions to be detected while the moving stack contained only non-interceptable units
Korean War - May Update
Thanks to some dedicated players reports, some improvements and fixes have been brought to the game.
FIXES
The North Korean town of Unsan, which is inland was incorrectly designed as a port. It is now an airport.
The US 8th Army heavy artillery assets never entered play in the Grand Campaign scenario. Now arriving on Turn 10 in a controlled port.
The naval units have now their types and NATO symbols.
Naval mine warfare was not working properly as the light ships were not able to shoot at mines (and vice versa). The DD units can now fire at mines (and reciprocally) in the battle.
ADDITION
A card called Minesweeping has been added to the United Nations player deck. It will remove an enemy naval mine.