Ultimate General: Civil War cover
Ultimate General: Civil War screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Ultimate General: Civil War

Patch v1.05 offering two new custom battles plus improvements

Hello Generals,

We hope you had -or you are still having- great summer holidays. We would like to add something to your enjoyment by offering a new game update. Two new custom battles and various game improvements are included. Have a look below:

Ultimate General: Civil War v1.05 rev. 20460



New
[List]
<*>New Custom Battle "Culp's Hill": On the night of July 2nd the Confederates attack Culp's Hill and Cemetery Hill. The Union will be greatly challenged in this major speculative engagement.
<*>New Custom Battle "Stony Ridge": What if Major General Pope was more cautious and instead of attacking piecemeal, he made a more coordinated assault on August 29 at 2nd Battle of Bull Run? You will find out in this new custom battle.
[/List]

AI
[List]
<*>AI fine tunes to become even more responsive to threats. The AI should evaluate better the territorial needs for reinforcing with sufficient units, especially when in defense.
[/List]


The new custom battle "Culp's Hill"

Balances/Fixes
[List]
<*>Fixed issues that resulted in overpowered merged units that were created by player. Players used to exploit merged divisions to inflict more casualties to the AI but now this should not happen.
<*>Skirmishers are slightly less resistant in rifle fire morale shocks. This way they cannot be overpowered and exploitable by players as before, but their role will continue to be significant.
<*>Cannons further rebalance as per feedback. Cannons affected are:
- Reduced slightly short distance/canister damage for 10 Pdr Parrot and 24Pdr Howitzer.
- Balanced better the long range damage for 10 Pdr Tredegar, 12Pdr WhitWorth, 14Pdr James, 6Pdr Wiard Rifle, 20Pdr Parrot (Addressing underpowered or overpowered cases).
*Thanks* to our volunteer tester "The Soldier" for his help on this subject and his great guide that you can read here: http://steamcommunity.com/sharedfiles/filedetails/?id=1105446690
<*>Fixed Confederate Militia Division that was equipped with old muskets in custom battle "Hardin Pike". Now they will have standard Springfield rifles.
<*>Balanced better the AI strength for Gettysburg Campaign version so that there will be more chances to be one of the most decisive and difficult battles you will fight. In lower difficulty levels it was possible to win rather easily, even on the 1st day.
<*>In Battle of 2nd Bull Run (North Campaign version) the player forces will arrive not all together on the 1st day for the vanguard corps but gradually (and more realistically), so the battle will have more chances to be fought historically through out all possible phases.
<*>Increased Battle End Timer limit for battles of Mansfield and Battle of Saunders Farm to allow player using more cautious tactics if needed.
<*>Fixed major issue with custom battle "Potomac River" that made most units unavailable for Confederate player.
[/List]

Your ongoing feedback helps us to offer more improvements. Please share it at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

Patch v1.04 introducing "Oblique" control

Since the full release we have offered one content patch and two hotfixes. The support continues with a new update which introduces a new way to control your brigades. By using the right click button and rotating you execute the "Oblique" maneuver to keep the unit's facing towards the closest enemy. The new patch brings also two brand new custom battles and several improvements. Let's take a look below:

Ultimate General: Civil War v1.04 rev20318



New
[List]
<*>New Custom Battle "Gettysburg, Day 1": The map is enlarged including more tactical options for both sides. Corps can be assigned to arrive with historical order or differently as you prefer. "Archer", "Davis", "Cutler" and "Iron Brigade" come as full brigades and not regiments.
<*>New Custom Battle "Hardin Pike": A speculative battle that is based on the historical Battle of Nashville. The Confederates must storm the Union's complex fortification network and conquer two strongholds.

Scene from the new custom battle "HARDIN PIKE"
[/List]

Controls
[List]
<*>Oblique Mode: New control feature that works when you use right click and rotation gesture. Unit will move to enemy without exposing flanks. The video shows the functionality:
https://youtu.be/iZT-6-3Pv0M
<*>Units will now auto-turn to face nearest threat after completing a retreat. This fix reduces greatly the level of micromanagement needed for maintaining your lines.
[/List]

AI
[List]
<*>AI repairs/Fine tunes: AI has received balance and repairs so that it merges much less its lines and has enhanced territorial awareness. You should notice an AI that will desire to actively defend and attack with more persistence than before and with more rapid responses.
[/List]

Fixes/Balances
[List]
<*>Reduced number of units for CSA defender in custom battle "Mule Shoe" to make the battle more challenging for the Confederate player.
<*>Reduced number of involved units in custom battle "Nashville Pike" with aim to make the battle more interesting for both sides.
<*>Fixed issue on some Custom Battles that did not have proper Corps limit according to battle requirement.
<*>Fixed a possible timer issue in End of 1st Day for Battle of Shiloh and End of 2nd Day for Battle of Gettysburg. This problem could make the battle continue, although player had captured the critical objective.
<*>Enhanced long range damage of special rifle cannons: 6pdr Wiard, 10pdr Tredegar, 12pdr Whitworth, 14pdr James, 20pdr Parrot. Now these cannons should be much more useful in relation to their price. (Balance not final, a hotfix will arrive ASAP).
<*>Two minor text corrections in Quotes.
[/List]

Sounds
[List]
<*>Sound Repairs/Improvements: The Battle Sounds have been updated to be now richer and more immersive.
[/List]

Generals, your help is always needed! Visit our forums to share your valuable feedback:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

Hotfix Patch 1.03

Hello Generals,

In our last patch we have made a big improvement in the retreat/evasion logic, however there were some issues that we had to repair. The new hotfix aims to deliver the finalized fix plus a few other changes.

Ultimate General: Civil War v1.03 rev. 20251



Fixes/Balances
[List]
<*>Crucial repairs on new evasion/retreat logic. Now it should work in all circumstances and units should not fall back towards enemies.
<*>AI fine tuning to support the new fixes.
<*>Union reinforcements will arrive sooner in first Cold Harbor battle (Campaign), to reduce the probability of stealing victory on first day.
<*>Fixed bug that allowed to select and control the AI units by pressing the Ctrl button. Thanks to The Soldier for the find ;)
[/List]

Please share your feedback in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

Patch v1.01 with the definite retreat fix and new battles! (+HotFix v1.02)

Generals,

The war is continuing after the full release! We had to address a few more things you have rightfully reported and also proceed to adding more content in the custom battle list. So here we have now the new patch which brings the following:

Ultimate General: Civil War v1.01 rev. 20217



New
[List]
<*>Custom Battle "Nashville Pike": The Confederates must conquer the heavy Union entrenchments near Stones River.
<*>Custom Battle "Mule Shoe": The Union has to charge and break Lee's superior defenses at Spotsylvania Court House.
<*>Custom Battle "Devil's Den": The 2nd Day epic engagement of the Battle of Gettysburg in a special extended version.
Note: Some new texts will be untranslated until we finish with all new custom battles that will be offered gradually in future patches.


The new custom battle "Nashville Pike"

[/List]
AI
[List]
<*>AI repairs/fine tunings so that it makes more coherent lines, has improved charging decisions, flanks and reacts promptly.
[/List]

Fixes
[List]
<*>Major retreat logic overhaul that fixes issues with the opposite retreat direction that could happen quite frequently in some maps or when melee was resulting in units passing through each other. The retreat/fall back direction should be working in the best possible way now.
<*>Fixed player exploit that stopped AI charge by detaching skirmishers. AI should now be determined to attack you without exploitable interruptions :)
<*>Fixed selection rectangle for 4K monitors.
<*>Fixed a targeting issue with skirmishers which were unable to follow their target if it was wavering or retreating.
[/List]


The new custom battle "Mule Shoe"

Graphics
[List]
<*>Improved Trees' resolution/appearance.
<*>Cavalry has improved animation when moving and fighting with melee.
<*>Fixed US Vertical Flag to have the Blue Field on the upper left corner (previously it was on the right).
<*>Fixed pink screen when game was started in OpenGL mode.
[/List]

Gentlemen, you know the drill! Please visit our forums and share your feedback to help us keep the game at the best quality level:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

EDIT:
26/7/2017
HotFix Patch v1.02 rev20223
- Fixed retreat/fall back issues

Ultimate General: Civil War is fully released!

Dear Generals,

We are proud to announce that Ultimate General: Civil War is finally fully released! Due to your invaluable help during the Early Access phase, we believe we have significantly improved the game to a level that will please all strategy fans. At this important moment, let's describe briefly what Ultimate General: Civil War offers.



Full Campaign
Ultimate General: Civil War allows you to relive the American Civil War 1861-1865 as either a Union or Confederate General in a long and exciting campaign.

You will gradually progress through key battles of the American Civil War and expand your forces from a small division to a grand army of multiple Corps. Utilizing a wide range of choices, you may choose the best armament and officers for your units and organize your army into Corps, Divisions and Brigades with extreme detail.

Your army design pays-off in the battlefield where you command your units on beautiful, hand-drawn maps and test your tactical skills vs a clever AI opponent. The battles can become enormous and the armies huge, involving hundreds of thousands of soldiers! Your final goal is to capture Washington for the Confederates or Richmond for the Union.

Many Battles
The campaign mode is branched around 14 grand battles and 24 smaller battles for each side. All together they sum up to 76 different engagements for both Union and Confederate players making up a campaign that may last hundreds of hours, considering that the epic multi-day battles can endure several play hours.

Besides the campaign, you can fight the standalone historical battles which are the following:
[List]
<*>1st Battle of Bull Run
<*>Battle of Shiloh
<*>Battle of Gaines' Mill
<*>Battle of Malvern Hill
<*>2nd Battle of Bull Run
<*>Battle of Antietam
<*>Battle of Fredericksburg
<*>Battle of Stones River
<*>Battle of Chancellorsville
<*>Battle of Gettysburg
<*>Battle of Chickamauga
<*>Battle of Cold Harbor
[/List]
The historical battles are accurately portraying the historical facts and can be a handy learning tool for everyone interested in the American Civil War. Finally, there are also several exciting Custom Battles and their number is going to be enriched in future patches.

Thank you!
We thank again everyone who has supported Ultimate General: Civil War and wish now that is completed, it is going to be one of the best war games you have ever played!

Enjoy!

The Game-Labs Team

PS.
There are no changes from v0.97, except a few minor text fixes and the removal of the "Report Bug" Button. You can still report issues, using the F11 Key.

HotFix v0.97

Hello Generals,

We just deployed a patch that fixes a few more reported issues:

Patch v0.97 rev20101



Fixes
[List]
<*>Fix of a targeting bug that could make units to stick to old targets, even when they exited the fire arc.
<*>Fix of Hold Mode that sometimes could make units to not fire when enemies were too close.
<*>Fixed inconsistency that did not add Horse Cost to existing Cavalry units.
<*>Fixed a sound that could be heard double in camp.

[/List]

The latest changes although minor, they should improve the game further. If you notice a new bug needing an urgent fix, please report in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

Patch v0.96 providing last hot fixes

Dear Generals,

Thanks to your great help, we have already offered various small patches that improved and fixed several aspects of the game. The new update provides a few more improvements and prepares the ground for the end of Early Access and the final full release of Ultimate General: Civil War.

Ultimate General: Civil War v0.96 rev20045



AI
[List]
<*>Fixed bugs that caused AI blobbing or delaying too much to separate its units. These fixes should increase AI efficiency significantly.
<*>Improved AI artillery management. AI should deploy artillery to better firing distances and target player units with more efficiency.
[/List]


Due to important bug fixes, the AI is expected to create clearer firing lines and flank more often.

Fixes
[List]
<*>Fixed bugs with auto-separation of units which could be unstable when fast forwarding the game.
<*>Fixed Combined Division not recording kills.
<*>Fixed bug that made Army Details on Deployment Map to not scroll.
<*>Fixed bug that did not allow some medals to be awarded.
<*>Fixed bug of duplicate awarded medal.
<*>Fixed bug of unit name not changing when switching officers. This happened for reward units and the fix will be eligible on new campaigns.
<*>Fixed Custom Battles' bug that caused AI opponent armies to have much smaller size than intended.
<*>Fixed a few text issues.
[/List]

Other
[List]
<*>Updated Guide to include info for "Intelligence Service" (See: Chapter "Army Management").
<*>Added the Game Credits.
[/List]

We are always very happy to read your thoughts about our game which you can share at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

New Patch v0.94!

Hello Generals,

We continue to improve the game prior to its full release and have just deployed a small but very important update. You can read below what it includes:

ULTIMATE GENERAL: CIVIL WAR v0.94 rev.19879



AI
[List]
<*>Improvement in AI charging decision logic and its overall perception of territory.
<*>Fix of AI units not becoming unmerged after a charge or chase action, which could cause inefficient blob formations.
[/List]

Balances
[List]
<*>Hard and Legendary Difficulty mode have more chances to provide larger AI army opponents in battles (previously the AI could become too weak due to battle cross effects and AI manpower drain).
[/List]

Fixes
[List]
<*>Fixed various bugs that could cause game crash.
<*>Fixed bug that made AI to have very weak stats and low quality weapons in custom battles.
<*>Fixed Hold Position mode which could create targeting issues for AI.
<*>Fixed Custom Battle of Philippi where several Units were not available for AI CSA in Colonel and BG level of difficulty.
[/List]

Your feedback is very much appreciated and you can share it in our forums:
Official forum: Link
Steam forum: Link

0.95 version is released
The version adds localization for dynamic campaign.

Enjoy!

The Game-Labs Team

Small update v0.92 rev.19822 (+HotFix)

Hello Generals,

We utilized your latest feedback to improve/fix a few more things and did not hesitate to make them available for you! Here they are below:

Ultimate General: Civil War v0.92 rev.19822



Balances
[List]
<*>Slight rebalance of Easy Setting (Colonel Difficulty Mode).
[/List]

Fixes
[List]
<*>Fixed Unit Selection with Ctrl-Key.
<*>Fixed problem that made AI Army Size Pool to be reduced too much after a battle. Previously all soldiers of destroyed brigade were removed. Now only the killed will be removed and the surviving will be re-added to the pool.
<*>Fixed issue of AI Army Size Pool that could be reduced very much (near to zero) causing balance problems in next battles.
<*>Fixed issue with weapons and training not fully connected with the new "Intelligence Service" mechanics. Now you will notice AI to have training and weapons variety much more accurately based on the Intelligence Service "Training" and "Armory" info.
<*>Fixed Corps indication in Battle of Everettsville that showed 2 less units than those actually given to player.
<*>Fixed a few unit text problems that were reported.
[/List]

The Full Release is approaching! Thank you for your continuous help and we hope you really enjoy the game! Let us know what else can we improve in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team

EDIT:
Hotfix v0.93 rev.19832 Uploaded
- Fixed buggy Legendary mode which gave too large units to AI opponent.

Patch v0.90 transforming the campaign (+HotFix2)

Dear Generals,

The war is continuing and all your reports have been acknowledged. We are now proud to announce a new campaign feature that aims to completely resolve the unfavorable AI scaling.

The AI could become overpowered because there was no way to inflict army attrition to your opponent. Now the AI opponent has dynamic manpower, training and weapons and you are able to affect those directly when you inflict enemy casualties in battle. The army size represents the strength of AI armies that directly oppose you. The AI will use soldiers from this pool in the battles. If the strength gets reduced to a critically low level, you are going to notice that the AI will not have enough power to outnumber or outgun you.

Consequently, as the war progresses, your successes have much more significant impact on your AI opponent. Fail to gain the advantage and you will see the opposite picture. All in all, the campaign should now feel more dynamic and natural and due to various random events, that are revealed to you in form of urgent messages or captured correspondence from your Intelligence service, each campaign play session can turn out much differently, depending on situations and difficulty level.

Except from this brand new campaign system, we addressed several issues that you have reported with your valuable feedback. Here is the content of this patch, in a brief summary.

Ultimate General: Civil War v0.90 rev19761



New
[List]
<*>Major new feature adding dynamic Manpower and resources for the AI opponent. The new "Intelligence Service" window shown on the map indicates the AI's army size, training and weapon level. The "Report" button reveals intercepted or urgent messages that inform about enemy reinforcements or when AI receives more weapons and training. The difficulty levels have been revamped from the ground up to offer challenge but also many more chances to win your AI opponent by attrition, as it was able to do for you previously.
[/List]
Note: Due to all the fixes made based on your feedback, regarding the overpowered AI opponent and the new manpower system, the "Fixed Size" of the Easy mode has been removed, as it is now obsolete.


*Disclaimer: Image shows beta content* The new "Intelligence Service" Tab appears on the upper right corner of campaign map and reveals info about your AI opponent

AI
[List]
<*>Minor improvements so that AI flanks more and has better territorial perception. The new changes affect and improve overall the AI and its charging decisions.
[/List]

Balances
[List]
<*>Flanking fire has more impact rewarding more the effective tactics.
<*>Melee strength has been increased slightly about +10% compensating for the collision box fixes mentioned below.
<*>Increased availability of several infantry weapons and few cannons for the Union, to make Armory shortages less probable.
<*>Added Supply Wagons for Union army in Battle of Washington.
<*>Reduced flanking penalty for some fence types of fortifications that were rather weak.
<*>Units will surrender sooner if fully surrounded by enemies.
[/List]


*Disclaimer: Image shows beta content* Captured messages or Direct Reports from your Intelligence Service show when AI receives more reinforcements, special training or sophisticated weapons

Fixes

<*>Fixed collision boxes problems that could cause the following issues: Units firing behind obstacles, melee damage to become zero and cause "sticking" with enemies, targeting problems in tall forts, AI inconsistencies.
<*>Fixed bug that cancelled move orders at mission switch.
<*>Fixed bug that could cause retreat in wrong direction.
<*>Fixed wide camera's problem that was hiding the lowest part of the map.
<*>Fixed issue that made General and Supply Wagons to occupy Corps slots in battles, thus reducing your available units.
<*>Fixed "Battle of Fort Stevens" text not appearing in your fought battle list.
<*>Fixed minor bug that could slightly change the Union uniform colors in camp, after Battle of Shiloh.
<*>Fixed several localization issues that were reported.
<*>Fixed issue of teleported artillery in Malvern Hill.
<*>Fixed bug that switched the uniform of captured units after loading a battle.
<*>Fixed problem that did not allow the deletion of saved files.
<*>Fixed unnamed division commanders.
<*>Fixed minor bug that showed captured enemy commanders in player's Officer Tab of Battle Report window.
<*>Fixed bug that gave wounded officers from enemy army in player's army at end of battle.
<*>Fixed minor bug that was hiding long officer names in camp.
<*>Fixed annoying very loud marching sound in camp.
<*>Fixed bug that made injured officers available in reserves list.
<*>Fixed Limber/Unlimber button not working.
<*>Fixed issue that was creating double officer names in camp.
<*>Fixed bug that prevented the terrain info display for detached skirmishers and in some other occasions.
<*>Fixed invisible supply depot objects in Washington and Richmond.
<*>Fixed timer issue for Union's Battle of Shiloh Campaign Version where Hornet's nest stage could switch too soon.
<*>Fixed Gettysburg timer issue in 2nd Day Night phase, where player could lose Culp's Hill but battle could continue.
<*>Various other minor fixes that you have reported.

Other

<*>Added sound for battle messages.

Thanks a lot to the volunteer testers who assisted us in the beta procedure of the patch:

<*>Col_Kelly
<*>The Soldier
<*>Wright29
<*>Andre Bolkonsky
<*>CSA Watkins
<*>Koro
<*>JonnyH13
<*>Mr. Mercanto

We wanted to include more but we thought it would be better to offer you the new improved campaign system right away and update again with hotfixes in the coming days.

With the new campaign feature we believe that now the game is almost ready for the full release. We await your next feedback so we can find together the last remaining things needing improvements, such as balance or minor bugs.

Official forum: Link
Steam forum: Link
Blog: Link

Enjoy!

The Game-Labs Team

Important:
Your saves will be playable but not fully optimized to support the new system. It is advised to play a new campaign to test this new feature.


HOTFIX v0.90 rev19764 8/6/2017
- Fixed bugs that players experienced when switching days in multi-day battles.
- Fixed bug that could cause crash when loading a save.

Hotfix2 v0.91 rev.19795 10/8/2017
- Reduced surrendering probability because it would be too strong when units were surrounded.
- Increased unit reaction time making player units generally more responsive to orders. This affects also the AI that will be also more responsive to your actions.
- Major fix for retreat. Now we must have addressed completely the problem of units retreating through enemy lines.
- Fixed bug that did not allow game to continue in multi-day battles.
- Fixed bug that made Supply Wagons not capturable.
- Fixed bug that made Melee Cavalry able to dismount via Dismount HotKey.
- Fixed bug that could dismount all types of cavalry units when a group was selected.
- Fixed bug that made multi-selection of units inaccurate.
- Minor text corrections of new report messages (Soon they will be translated to the different languages).