Weather system, defensive terrain increase if mud/snow, low vis if heavy precip
Improvements to River/Coastline terrain code
AI theater unit transfers adjusted
New Theater added to Europe to separate UK, Norway, Sweden, Finland (Northern European Theatre)
Regional Mesh Implementation completed
Listbox line visual of Mouseover improved
Map Commodity Filters are back (click away to close)
Speed defaults to 'Normal' on game start (not very slow)
Lobby Screens updated to new design
Changed default naval initiative to zero on game start
UK campaign crash fixed
Trades can now be rejected from a region separately as either Military or Economic.
Facility Controls updated
Tooltip of facilities cleaned up
Tech Tree changes and texts updated
Game Option added to turn on/off 3D terrain
As we approach the end of our Early Access Beta, the entire BattleGoat Team would like to thank all the players that have supported us, contributed suggestions and feedback, and helped to make Supreme Ruler 1936 the best game possible.
Stay tuned for lots more... next stop, Official Release, May 9th 2014 !
Supreme Ruler 1936 Update 8.0.67 Available
This major update update brings a lot of game enhancements and new features, including:
Lots of GUI fixes/additions
Fixes to BattleGroup selection code, incl reset to all branches automatically
Fixed AI "replace/upgrade" units code (Panzer I / BT-2 issue, etc)
AI/Minister will build a wider selection of units
Adjustments to unit trading/offers - more offers to allies, less from lower tech regions
Fixed enemies/allies calculations involving dead/dormant regions
Garrisons disbanded after colonization or destruction of facility
Maximum number of Garrisons reduced for non-loyal territory
New Victory Conditions added to startup selection / .scenario selection:
- Defaults to on (1), must be set to 0 for CW style colonies.
Turkish Straits (region db 616) is now considered strategic transit zone w/panama, suez
Land Dept GUI updated, click facilities to interact with them
Last Day Trades reports combined in Treasury dept
Producers/Consumers/Importers/Exporters GUI moved from State/Cabinet to Production dept
Slideaway panel support
Listbox vertical scroller improved
Test for invalid treaty prior to setting in event
Adjustments to Artillery resupply and reload rates (as low as 1/4 rate)
Lobby GUI changes
Land Dept Facilities and complexes list work begun (in progress)
Hope you enjoy the latest changes, and thank you all for your continued support of Supreme Ruler 1936 Early Access Beta... more to come very soon!
- The BattleGoat Team
Supreme Ruler 1936 Update 8.0.50 Available
The latest update to Supreme Ruler 1936 Early Access Beta is now available on steam, with more content additions and fixes and other improvements.
Version 8.0.50
Further balancing of Military Goods stockpiles
Adjustment of regional buildups and AI initiatives
AI improvements to some pathing situations
Minister selection fixes
Campaign fixes and improvements
Sandbox Events fixes and additions
Equipment list fixes
User Interface and Graphics fixes
Thank you all for the continuing support. And if you're visiting PAX East April 11th to 13th, make sure you drop by the BattleGoat booth to say hi!
-- The BattleGoat Team
Supreme Ruler 1936 Update 8.0.43 Available
Version 8.0.43 Changes:
Adjustments to "Military Buildup" to stock mil goods, no longer auto deploy-all units
Mil goods now part of the "strategic reserve" starting game extra stock (w/ind & petrol)
AI/Minister facility building now looks at loyalty as factor for building
AI/Minister now checks in-construction count for base/mil complex builds
Research tech/unit design events now progress in 1940 sandboxes
In1940 Sandbox all prereq's of item will be flagged known for past events
Research Event now checks for invalid unit or tech as parameters
Facility Build Events now progress in 1940 Cache
UK '40 Campaign added
Italy '36 Campaign rebuild
Germany '36 campaign additions
Significant fixes to "Air Ferry Range" feature
BattleZone Land transfers no longer happen on World (UN) hexes
Remnant/historical Email, news, and OMN messages no longer get posted on start of game
Tiger II and Pz 38t meshes added.
Equipment list fixes
NewsItems Maximum increased to 3999
Economy report tooltips fixed
Leader and Minister choices more appropriate re gender
Thank you all for your ongoing support and feedback!
-- The BattleGoat Team
Supreme Ruler 1936 Update 8.0.38 Available
The Latest Update of Supreme Ruler 1936 includes a number of AI improvements, some gameplay updates, new and fixed content (events/objectives/etc), and a brand new 1940 Sandbox map!
Here is the list of changes with this update:
- Additions to AI Rulers auto-repair of non-industrial nodes
- AI Rulers and Ministers (w/buildup priority) will build new military complexes
- Airplane "Ferry Range" added (base to base, no ammo / triple fuel)
- Naval Transport class units can't go faster than 'Normal' speed
- Unit Deploy commands are now kept as pending if waiting on overstack disperse
- Orbat deployment fixed for regions where no bases of a given branch exist.
- Events will no longer post an "News" entry if an email is also sent (double messaging)
- Dead regions no longer have elections.
- Order of Battle units 'in construction' now processed properly (requires fresh game)
- Fixes to State Dept allied/enemies/colonies listbox (still counts dead regions, but does not display them)
- Tooltips for breakdown of income and expense lines attached to more elements, easier to find.
- Fixed rare issue where region would fall if it colonized/liberated a bigger pop region.
- On-Map-Notice list now defaults to stay-open on delete of line
- Colonies / Colony Proxy will now capture for Parent, not for colony, outside of loyalty
- Arrows supported for map scrolling
- Meshes for KV-I tank, Stug A and Stug G added
- German campaign further updated
- 1940 Sandbox map added
Thank you for the continued support and feedback during our Early Access Beta!
-- The BattleGoat Team
Supreme Ruler 1936 Update 8.0.32 Available
Latest Update for Supreme Ruler 1936 includes additions and updates to Campaigns, Sandbox, and AI improvements.
Version 8.0.32 Changelog
- Historical Event Additions, Fixes
- Campaign Lobby redesigned
- Meshes added for IS-3 and Panzer II tanks
- German campaign storyline completely rebuilt
- minor GUI fixes
- Screen resolutions can be selected up to 2560x1600
- AI Rulers and Ministers (with either SelfSufficency/MaxProfits/Export/Employment set) will now build new complexes for resource facilities
- AI Rulers and Ministers w/appropriate priorities will turn on auto-repair of useful facils if sufficient ind goods & money
- AI Rulers will auto-repair container facilities and bridges when possible
- New Unit Zone-of-Control (ZOC) code for standoff units - will avoid border hexes or charging forward
- Standoff units will override ZOC pause or retreat when orders are given a second time
- Naval units no longer use standard 'standoff' ZOC pause rules (experimental)
- Attempted improvements to overstack-hex prevention
- Click visual effect added for unit orders
Thank you for your continued comments, suggestions, and support!
Supreme Ruler 1936 Update 8.0.29 Available
A new update for Supreme Ruler 1936 has been posted!
Changes/Updates:
- New Content for Historical Events
- New Content for Campaigns
- Updates & Fixes for Equipment list
- New Equipment Meshes/Graphics
- User interface fixes and updates
Thank you everyone for the suggestions, feedback and support!
- The BattleGoat Team
Update 8.0.28 Now Available
Here are the changes/updates with this version:
Changes/Updates:
- Resolved game-freeze introduced in 8.0.26
- GUI fix: resolved Espionage Crash
- New meshes added (P-40, Ju-87, Il-2, Panzer IIIE, TBF Avenger, Infantry without AK-47, ISU-122, Junker Ju.52/3m, Panzer IIIN, Panzer IV Ausf A )
- Equipment list fixes
- Map Fixes
- Event texts updated (Campaigns)
- Event fixes and additions (Sandbox and Campaigns)
- First pass of reorganizing boats into "Captial Ships" and "Escort Ships".
- Yugoslav equipment regional designation changed
- Changes to reserved-unit command handling
- Fixed "Show For" issues in Production & Reserve GUI
- Minor GUI fixes/adjustments
Thank you all for your continued support!
Supreme Ruler 1936 Update 8.0.26 Posted
Version 8.0.26 Now Available
Here are the changes/additions in this update:
- Regional starting Known Technologies added
- Japan Campaign first elements added.
- Unit deployment (Orbat) fixes
- Equipment list fixes
- Improvements to handling of 'time window' on events
- Scripted Event additions
- Support for State Dept region elimination restrictions
- User Interface (GUI) fixes
- Map Fixes
- Lots of new events and event fixes
- Build-units on-map fixes
- Unit huds hidden during build-on-map unit and facility
- "Replace-by" units should now be properly filtered out of build list
- "No offers from this region" setting properly supported
- Fixed rare population/supply creep bug (cause economy corruption error)
- Dead (tombstone) regions will no longer supply creep borders
In addition, these features were added/fixed in 8.0.20:
- Loss of territory due to no-supply now favours region with loyalty
- Proxy/capture fix: proxy capture for ally requires ally to also be at war with region (the "Bohemia issue")
- Fixed AI resource markets / trading problem (AI region stops selling on world market and makes wacky counter-offers)
- Unit Build "Map Mode" added
Thank you all for your terrific support of our Early Access release ... more to come very soon!
- The BattleGoat Team.
Update 8.0.17 Now Available
Here are some highlights from the most recent Early Access Update:
- Land Dept facility controls updated (again). (There are still some quirks)
- Equipment errata fixes
- Map errata fixes
- Defense Production "show for" base selection fixed
- Defense Units Reserves has "show for" that works to select reserve locations
- Various minor GUI tweaks
- Italian/German Campaigns updated
- BattleGroup selection crash fixed.
- Events added
- Events system fixes
- GUI fixes - can no longer scrap/destroy cities, Unit Design ETT quality rating, etc.
- Known Unit Design fixes
- Orbat (units inventory) fixes
- Event system improvements to sync events in campaigns, scenarios and sandboxes.
- Adjustment to range of random seed (event window)
- ROE changes no longer applied to spies
- Event processing fixes (dead region handling etc)
The list of "core" additions (features/AI/etc) isn't large for this update, as progress since the last update was interrupted by the holidays, and the North American east coast ice storm... but we're back hard at work, and look for our next update by mid-month.