Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Ultimate General: Gettysburg
Get up to 20% off Ultimate Admiral: Age of Sail – Loyalty Discount
Hello, fellow generals!
Ultimate Admiral: Age of Sail is released, so we have something special for you.
You can save 10% on Ultimate Admiral: Age of Sail thanks to our loyalty discount! To check if you’re able to get the loyalty discount:
• Check your Steam Library to see if you own Ultimate General: Gettysburg • If you do, you get 10% off Ultimate Admiral: Age of Sail • However, be quick; the offer lasts between April 7 – April 15
The discount will be available on the Ultimate Admiral: Age of Sail store page. Don’t forget that it stacks with the 10% release discount, so you can get the game at 20% off!
Ultimate Admiral: Age of Sail offers a new experience in a crucial time period for the United States - the American War of Independence, continuing the famous series of Ultimate General Strategy games.
Ultimate Admiral: Age of Sail is a hardcore tactical fleet and amphibious operations simulator. The main focus is on realistic naval combat which utilizes realistic sailing physics, a detailed damage model, and historically correct ships.
Since the tasks of the fleet included not only naval engagements but also army supplying and the capturing of coastal territories, there are also amphibious and ground battles in the game.
Ground battles are not as massive as in Ultimate General games, but create the necessary immersion of being part of a real combat situation. The battles feature a realistic Line of Sight system, realistic ballistics, multiple unit types, and unique mechanics that make battles especially engaging and challenging.
https://youtu.be/aHP6v0cVPhw
All the important weapons of the historical period and a vast technology upgrade system are featured in the game, offering a historically accurate and complete customization for all ships.
Your discount will be available on the Ultimate Admiral: Age of Sail store page:
We just wanted you to know that today we have updated the Multiplayer version of the game to work with our latest server infrastructure. You will need to receive this patch in order to play Ultimate General: Gettysburg's Multiplayer.
Enjoy!
The Game-Labs Team
Multiplayer Connectivity Fix
Hello Generals,
The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch.
Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409.
Have fun!
The Game-Labs Team
Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.
Multiplayer Connectivity Fix
Hello Generals,
The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch.
Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409.
Have fun!
The Game-Labs Team
Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.
Patch v1.8 is here!
Hello Generals,
We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch.
ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE
FIXES / IMPROVEMENTS
Resolved Multiplayer connectivity problems.
Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases.
Improvements for AI to keep better safe distance from the player and attack more efficiently.
Improvements for player's units auto-targeting and self-awareness.
This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services.
We hope you will enjoy this patch!
The Game-Labs Team
EDIT:
Patch is available to all other platforms (GOG and App Store).
Ultimate General: Civil War launched in Early Access!
[H1]New game announcement[/H1]
Generals
We are delighted to announce that we have just released our new game: “Ultimate General: Civil War”.
In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment.
For more information about the game please visit:
Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access
Thank you again. See you in Ultimate General: Civil War forums!
Game Labs Team
Steam store page:
http://store.steampowered.com/app/502520/
Patch v1.7 released!
After a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever.
You can read about the update in our blog:
http://www.ultimategeneral.com/blog/patch-v17-released
or below
Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top
AI is able to adapt much better in all kind of threats and create coherent defensive lines
ARTIFICIAL INTELLIGENCE
SCENARIOS & TEXT
TECHNICAL
AI can concentrate firepower on one point of attack to gain superiority as in this image
After gaining territorial superiority the AI will decisively try to advance with well timed charges
---
We express our gratitude to the following testers who voluntarily helped to improve the patch content:
Koro (Tested persistently the limits of Multi-player gameplay and also helped to maximize difficulty of Single-player)
1st.TN.Reg.Watkins (Thorough reports with videos that helped to shape up Single-player balance and AI)
LyciaPintella (Several Single and Multi-player playthroughs revealed issues that were fixed)
JonnyH13 (Last minute Single and Multi-player tests guaranteed the good state of the patch)
SidChigger (Brief but to the point reports gave a good gameplay direction)
Mr. Mercanto (Limited but helpful participation that assisted to finalize Single-player gameplay)
YueJin (Early beta stage participation with other testers that influenced Multi-player balance)
With this patch we aimed to satisfy all the requests regarding gameplay elements, so you will still enjoy Ultimate General: Gettysburg while we approach the release of our next game.
While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.
Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.
Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
Stronger melee.
Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
Increased damage of some large artillery battalions (It was too low).
Fine tuned morale so that units retreat not so often as before.
Units retreat less far behind.
Balanced Calef (It was an overpowered unit).
Balanced CSA Artillery to be a little more effective overall.
Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).
Scenarios
Fixed artillery units positions that were too in front in some scenarios.
VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
"Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
Reinforcement time tweaks for the first battle.
CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.
AI
AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
AI should desire to flank and execute pressure on weak points more successfully.
AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.
Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.
Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...
...Because the AI doesn't hesitate, the result is devastating for the player...
...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.
Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.
We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:
Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions
We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum Steam forum
Hotfix patch v1.55
A new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch.
You can read more info in our blog:
http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155
[LIST]
<*>Better synchronization, more realistic movement of sprites.
<*>Improvement of Brigade movement and visual mechanics.
<*>Formation, collision detection improvements (affects targeting, retreat directions, melee).
<*>Targeting improvements (affects AI positively, units block each other more realistically, hills become more important).
<*>Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now.
<*>New better melee balance.
<*>Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain.
<*>AI overhaul. AI should attack and defend much more efficiently with all personalities.
<*>Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario.
<*>Various fixes and balances for MP battles that were unbalanced.
- CSA in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.
- In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.
- In "Ewell advances" the CSA get 2 more brigades as reinforcements.
- In "Devil's Den" reinforcement times for Union have been balanced.
- In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces.
[/LIST]
[LIST]
<*>Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides.
<*>Skirmishers less lethal in ranged combat.
<*>Altered the arrival time of 1st day/1st battle units to fit more the historical facts.
<*>Fixed occasional super damage bug when units were in melee that destabilised combat balance.
<*>Fixed many overpowered artillery batteries for both sides.
<*>Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before.
<*>Fixed bugs that unbalanced multiplayer according to who was hosting.
[/LIST]
This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below:
Koro (Unforgiving General who punished the AI until it was able to beat him and also provided relentless multiplayer testing)
1st.TN.Reg.Watkins (Careful General who with his historical tactics forced the game to play more realistically)
OLee O'Hara (Demanding General who took detailed notes of AI failures that helped to make it better)
JamesL (Veteran General who was only getting pleased when the AI was able to inflict more casualties than him)
YueJin (Methodical General who always gives unquestionable advices for a better gameplay)
Lincolns Mullet (Elite General, missing in action most of the time, but still his brief reports mattered)
Now lets see if you can beat the new AI! Provide your feedback in our forums:
Game Labs Forum Steam forum
152nd Commemoration of the Battle of Gettysburg 1-3 July 1863
"Hancock at Gettysburg" by Thure de Thulstrup, showing Pickett's Charge. Restoration by Adam Cuerden.
After his major success at Chancellorsville in Virginia in May 1863, Gen. Robert E. Lee's Army of Northern Virginia advanced to Northern soil for a second time. His second and final attempt to invade the North was stopped by Maj. Gen. George Meade's Army of the Potomac near the small town of Gettysburg. About 55,000 soldiers were the casualties for both sides in an epic 3 day confrontation. It was the largest amount of losses in a single battle for the entire war.
The battle of Gettysburg is considered by most historians the “Turning point” of the American Civil War. It was Lee’s first major defeat and inflicted serious casualties on the Army of Northern Virginia that caused its gradual disintegration. It was one of the reasons why Vicksburg surrendered one day later, splitting the Confederacy and preventing valuable supplies to reach the eastern theater of the war.
Today is one of the most important dates in the history of the American Civil War and we pay our respects to the fallen heroes who gave their lives in the Battle of Gettysburg.