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

Ultimate General: Gettysburg

Stability, AI bug fixes & Gameplay update

The new patch has some major AI improvements to show. The AI will be much better in defense and more effective overall. The Mac version has finally been updated to the latest revision and some "cunning" bugs were fixed.

Read the news in our blog:
http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-2

or below

Ultimate General: Gettysburg Patch 0.93


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MULTIPLAYER



• Fixed various bugs that would cause instability and disconnection.
• Fixed a major bug that caused players to receive an additional ladder defeat at the end of a battle.
• Gameplay update to match with Single player new improvements.
• Mac Multiplayer gets updated to latest revision.

GAMEPLAY



• AI bug fixes and improvements that allow all AI personalities to be much more resilient in defense. They can be more careful now in offense, which is beneficial to them in most cases.
• Reduced Dynamic AI aggression which resulted in poor performance.
• Fixed issue causing the AI to occasionally want to fall far back without a good reason.
• AI personalities now differ in tactics even more.
• Following up with previous melee bug fixes, melee has been rebalanced to benefit defensive tactics and should no longer allow multiple, rushed charges to win the battle for you. Charges now have reduced, but more realistic effects.
• Rebalanced Union infantry to help them stand their ground against charges if they have solid defensive lines.

FIXES



• Fixed resolution on certain menu pages that looked tiny on Mac retina displays.
• Various text corrections.
• Fixed a serious bug that could result in much faster gameplay timings according to the AI opponent you play against.
• A few bugs that could result in freezes were fixed.

OTHER



Tutorials added: Tutorial videos explain the basic gameplay elements when you first start a battle. Alternatively, you can access these videos in "Guide & Tutorials" Menu section or by clicking the options button while you play.

We will make a special forum thread asking you to review the AI you prefer so we can optimize its behavior. Our goal is to make the Union AI to successfully hold Cemetery Hill and Culp's Hill at the end of Day 1 more often. Obviously, the Union AI has a tough task because the Confederates come from all sides and have superior numbers. With this latest update, we think we’ve taken a good step in this direction. Let us know on the Game-Labs and Steam Forums.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

Gameplay improvements and complete log report

Last week we have released the major update v0.9 which had lots of new content. We are now focusing on game stabilisation and polish. The new update includes various AI & Gameplay improvements and bug fixes. Furthermore, we have integrated an advanced log report functionality which will assist us to find any remaining bug.

Do you still have issues with lag, freezes or other problem? Please do not hesitate to report it to us with the bug report button. With your help we can make the game as stable as it is needed for a full release.

Read the news in our blog:
http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-hotfix2

or below

Ultimate General: Gettysburg Patch 0.92 Hotfix


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MULTIPLAYER


• Stability and disconnection fixes.
• Fixed bug that could make a unit to freeze movement. Please use the Bug report button if you notice this issue again.
• Gameplay update to match with Single player new improvements. (Mac users will not get this update yet, please read below).

GAMEPLAY


• AI bug fixes that make it much more effective. AI will no longer merge into blobs (more than 2 units in the same spot). AI will now make coherent continuous lines much more successfully.
• Line of sight rebalanced to be more accurate increasing the “3D” perception of the battlefield. The new LoS will make not only the single player games but also the multiplayer more challenging as visibility will be reduced if your army does not cover strategic areas.
• Melee bug fixes allowed us to extend its duration and this drastically affects positively the gameplay and its visual motion. Now defenders of a hill will have more chances to hold their ground.
• Terrain modifiers updated to give more movement penalties, slowing down significantly the movement when marching uphill, on woods, in house areas etc. This change increases the tactical benefit of defensive positions and slows down the combat pace to more realistic levels.
• More resilient Morale.
• Videttes balanced to be more useful in case of melee and charges but still vulnerable to offensive tactics.
• Increased canister damage.

FIXES


• Bug reporter button will now send to us much more detailed information of game data. Please use it whenever you notice a bug to address it promptly.
• Fixed battle flow issue which could result in Union winning the battle from phase 2 if all objectives were captured.
• Various text corrections.
• Fixed some bugs that could cause freeze during gameplay.
• Fixed bug of game launching in black screen.

We wanted to not delay further the release of this patch. It is now available for all PC Users and Mac version will be updated as soon as possible, probably tomorrow.

It is very important to report to us with the “Report Bug” button any critical bugs such as freezes, animation stuttering, lags or other bugs. Of course your written feedback is always super helpful. Share it at Game-Labs Forum and Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

UPDATE 19/9/2014


Minor hotfix was uploaded that polishes the previous fixes. AI is also benefited.

Patch 0.91 HotFix

Hi all Generals,

There was need to fix fast various buggy issues. We just uploaded the hotfix.

Ultimate General: Gettysburg Patch 0.91 HotFix



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TECHNICAL


• Fixed issue of non-working saves
• Fixed bug in MP, that caused disconnections in some cases
• Added win/lose music
• Fixed Confederates' wrong achievement award
• There is now ping information in MP
• Corrected wrong info of online players
• Bug reporter button fixed
• Added bug report button into Single Player menu
• Added label in multiplayer "Select avatar" if avatar is not selected

GAMEPLAY


• Fine tunes in AI Determined/Cunning/Dynamic
• Morale not so fragile as before, especially close to the end of battle
• Combat pace a little slower
• Climping hills gives more movement penalty
• Melee damage and mechanics fixes

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We need your feedback to continue improving. Provide it at Game-Labs Forum and Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

PS.
Mac users will get this update as soon as possible tomorrow.

Marching to release!

Our next update leads Ultimate General: Gettysburg closer to final release. Multi-saves capability, Multiplayer fixes and new maps, AI & Gameplay enhances, the 4th day of the battle and other new features and improvements enrich the game experience!

Read the news in our blog with images:
http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch

or below:

Ultimate General: Gettysburg Patch 0.9



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MULTIPLAYER


+ 3 New Multiplayer Maps: “The battle of Devil's Den”, “Conquer the map”, “The Union attacks Benner's Hill”.

Multiplayer avatars: 5 officers that played big role in the battle for each side can be used to personalize your profile:
Union: Meade, Reynolds, Howard, Sickles, Buford
Confederates: Lee, Longstreet, Ewell, Hill, Stuart
Multiplayer Support for MAC PC:
Known issues*
- Multiplayer via Single player menu does not work yet (you can only choose from Steam launch window).
- Some sections of the menu have very tiny letters in Retina displays.
- Steam In-Home streaming may cause multiplayer disconnection. It is advised to turn it off or close steam in other PC of your local network while you play with your Mac.
• Multiplayer can now be accessed from the Single Player menu (PC version).
• Steam friend invitation is available.
• Steam names now visible during multiplayer match under the forces bar.
• Battle result window is more informative.
• Various Bug fixes.
• Several disconnection problems were fixed for multiplayer.

NEW FEATURES


Multi-save: There is auto-save as before when you start a new battle and exit the game but you can also create your own save games (during battle go to options to save). The save stores the unit positions which are demonstrated in the preview map when you load the battle. The date and time is always visible in the battle briefing to have exact knowledge of the campaign situation.
Note: Unit actions such as charge or retreat are not saved.
Final battle Statistics: When you finish the campaign you get the final report for all the units that fought the battle via Order of Battle or Full Unit list.
Menu music: Added music to main menu. Other music tracks pending to be added.
Easier custom battle unlock: After completing a battle phase you unlock the rest custom battles of the same phase. Some battles unlock only when you play them with specific side. So to unlock all scenarios you need to finish a campaign with both Union and Confederates passing through the maximum phases which are now 8.
Extra custom battles: All Multiplayer maps are now playable in Single Player Custom battles to practice them against the AI.
3 Achievements added

NEW CONTROLS


Multi-selection with lasso: Use left mouse click to create a custom area to select units. Previous functionality using the Ctrl key remains an alternative.
Zoom with keyboard keys: Zoom in/out with +/- keys.

GAMEPLAY IMPROVEMENTS


AI overhaul: All AI personalities will be able to attack and defend according to their special stance much more efficiently, make lines and respond to any threat. In particular the AI is now better in handling artillery, reinforcing areas and flanking. Additionally all personalities will be aggressive enough to push for an assault when it is needed to win the battle.
Gameplay balance fine tunes: Several important changes to all the battle mechanics, especially to morale, combat lethality and battle pace with aim to increase realism and challenge.
Artillery targeting major improvement: Issues that were reported should be now fixed.
Melee mechanics improvement: Melee will last longer and will be more bloody.

TEXT/CAMPAIGN BATTLE FLOW


The multi-day battle is now finalized including 4th day.
• Numerous fixes in texts.
• Battle Flow improvements.

BUG FIXES


• Fixed several bugs that could result in game freezes.
• Fixed freeze when pushing out of map units that were still in reinforcement movement mode.
• Fixed melee tremble (flag and soldiers to move very fast left-right).
• Fixed units cancelling their reinforcement path to target enemies from far distance, issue especially annoying for AI artillery.
• Fixed morale not regenerating fast enough in some cases.
• Fixed issues that could result in wrong retreat paths.
• Fixed all remaining Decision room maps that were not visible.
• Partial fix of units not firing enemies near them.
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The tutorial videos we wrote about in the preview notes of the patch will be available in the next update. We would like very much to know how you find all these new improvements and await you in our much more more improved multiplayer. Your feedback is always taken into consideration. Provide it at Game-Labs Forum and Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

Ultimate General: Gettysburg Patch 0.86

Multiplayer and many more!


We introduce Order of Battle and Statistics to the game along with Decision Maps. Moreover we offer the first Multiplayer version! Initial version will support only 100 connections, we are going to extend the number in few days.

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Read the patch info in our blog which includes many images
http://www.ultimategeneral.com/blog//ultimate-general-released-7thpatch-hotfix

or below

NEW FEATURES


- Limited Multiplayer Functionality: When you launch the game you have the option to use the Multiplayer version. In two special multiplayer scenarios you can battle against your friends or other opponents. Multiplayer is not stable yet. We need your feedback about issues you may anticipate.
- After Battle Statistics: You can now review the units performance after a battle. By default, the statistics list includes all the units for both armies sorted by number of kills. You can also sort by other categories and filter according to unit type.
- Full Order of Battle: Before a battle you can review the armies organization of the units that will participate in the engagement. After a battle you have the option to review the full army for both sides including info such as casualties, morale, condition etc.
- Decision Maps: You finally can see a map that will describe the available strategic decisions after a battle (There are 17 errors of Unavailable maps which we will fix in next patch).

GAMEPLAY IMPROVEMENTS


- Various AI improvements according to forum feedback. AI will be most active and responsive than ever.
- Slight US/CS combat balances.
- Artillery targeting tweaks.
- Duration of battle increased for several Day 1 / Phase 2 scenarios.
- Charge/Chase duration is now less. Units can no longer chase too far away their targets and isolate themselves.
- Melee slight rebalance.
- Pettigrew slight rebalance to be a little more effective in long range combat.
- Final battle outcome has now better result calculations, based more on casualties.
- Fatigue balances to make slow and defensive maneuvers more rewarding.
- Balanced Victory points of 3rd day battle (in preparation for the 4th day).

TEXT/CAMPAIGN BATTLE FLOW


- Minor fixes in texts.
- Some Battle Flow fixes.

BUG FIXES


- Fixed retreat freezing bug. In previous version it was possible to see units freeze in borders after a retreat with running animation.
- Fixed another freeze bug that could happen when reinforcements were stuck at borders of the map.
- Fixed problems that could result in wrong retreat paths. Full solution will arrive after a melee bug fix.
- Fixed an AI issue of moving its units without seeing and reacting to close by bigger threats (Zombie effect). The issue is not fully solved but is much less frequent.
- Fixed map not scrolling enough to the south.
- Fixed resurrection of units in next battle after being totally destroyed.
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We made a lot of changes for the single player mode in this update but the first version of Multiplayer needs your biggest attention. There are obvious limitations in menu and in functionality which we will address. Right now it is important to narrow down all possible stability problems with your help. Multiplayer has also slightly different gameplay so if you notice an inconsistency please report it to us. Share your feedback in our Game-Labs Forum and in Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

Invisible units Hot Fix version 0.855

Hello to all players of Ultimate General: Gettysburg,

We are sorry for the bug of invisible soldiers that some of you have experienced and due to this it was impossible to play the game.
We have just released a hotfix that addresses this issue.
Please check that Ultimate General: Gettysburg is updated to version 0.855 and let us know if there is anything else not working properly in this thread: http://steamcommunity.com/app/306660/discussions/2/35219681585401281/

Enjoy the game,

Game-Labs

Stability fix and major gameplay update

The 6th patch brings AI and gameplay mechanics improvements that provide enhanced realism and challenge. Furthermore, we have refactored the rendering code that previously caused freezes and CTD.

Read the patch notes in our blog (includes images):
http://www.ultimategeneral.com/blog/ultimate-general-released-6thpatch-hotfix

or below

Ultimate General: Gettysburg Patch 0.85


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GAME STABILITY & PERFORMANCE


• Revamped rendering engine at least partially fixing issues of crashes on launch, random freezes and CTD during gameplay. The new render may also increase FPS performance. We advise to all users that reported crashes on launch or prolonged play before to test how this rendering fix works.

NEW FEATURE


• Generals have improved appearance and are more distinguishable.

MENU


• Corrected the new animated 3D menu image to have more proper colors.
• Preview map now has Blue/Red/Grey indications of objectives (instead of the previous blurry flags) and the visible size of units is more accurate.

GAMEPLAY IMPROVEMENTS


• Balances in morale to be more resilient in normal conditions, but fragile against flank/rear attacks.
• AI is now much more active in attack & defense in all personalities. AI will not hesitate to attack weak spots of you army, charge and try to gain superiority. If AI defends it will actively reinforce areas that need support.
• Increased AI flanking, especially for mobile AI characters.
• Units create continuous formation lines much better than before.
• Improved AI cavalry. AI cavalry will try to support army more instead of attacking isolated batteries.
• Improved battle pace and gameplay mechanics. There should be enough time to decide about your assaults, re-deploy your army, monitor situations while you enjoy watching the battle.
• Terrain benefits or penalties intensified.
• Fatigue penalties for running and charging intensified. You can no longer use unhistorical tactics of rushing forward your units all the time with the same success. As a result, hasty offensive actions will have significant casualty cost for the attacker.
• Low condition will have more melee penalty. Now it will be possible to break the most powerful unit if it is exhausted.
• Further melee mechanics improvements.
• Slight US/CS combat power for bringing the gameplay to proper challenge level for both sides. Noticeable improvement in combat have the XI corps which were losing condition too fast. Early’s Troops were also overpowered and tireless so they got a slight re-balance.
• Artillery damage rebalanced.
• Pettigrew overpowered volley toned down.
• Confederate CS 2nd Corps can arrive a little later in 1st day.
• Slocum and Stannard reinforcements may delay more to arrive.
• Artillery now is more effective in evading and will sync with your withdrawing lines more successfully. The result is that your artillery can survive and fight back with much less management.
• The army forces bar in the right top corner is now more accurate and represents the fighting strength better.

TEXT/CAMPAIGN BATTLE FLOW


• Minor fixes in texts.
• Some remaining battle flow issues fixed as per feedback.

BUG FIXES


• Fixed artillery chasing targets with manual targeting. Now when you select artillery you can easily target any enemy. If enemy is not visible because of LoS or Friendly Fire then target is cancelled and the next visible threat is chosen automatically. If there are no visible threats the artillery will not fire or move.
Tip: From now on you will have to manually move your artillery to strategic positions and not click on targets.
• Cured distortion of terrain in some areas that made soldiers to disappear, such as near the Cemetery Hill area, or to not be covered properly from houses and trees.
• Fixed various CTD and Freeze issues with the rendering re-code.

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Let us know how you find the new gameplay base and if the render fix has made the game more stable for you. We want also to inform you that Beta Multiplayer soon enters the testing phase in our closed forum and we plan to offer the first playable version in the next patch. As always, please share your feedback in our Game-Labs Forum and in Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

Patch 0.85 delay

Hello to all fine Ultimate General: Gettysburg players!

It was scheduled to provide today the next update for the game. The patch would include various AI improvements, bug fixes, new Generals Sprites with more distinguishable icons and Render optimization to repair fixes for players that anticipate CTD because of OpenGL/Direct3D issues.

Unfortunately the Render optimization is not yet fully finished. Releasing the patch in that state would include some bugs that would bring instability to the game. So we decided to postpone it until we can guarantee an improved gameplay experience comparing to the current version.

We are sorry for this. We will try to offer the patch the soonest next week.
Until then, we hope you still enjoy Ultimate General: Gettysburg! Have a nice weekend everyone.

The Game-Labs Team

New update with better menu background, AI improvements and other changes

We finalise the weekly 5th patch with various polishes to AI and gameplay, some bug fixes and the first version of 3D animated menu.

Read the patchnotes in our blog:
http://www.ultimategeneral.com/blog/ultimate-general-released-5thpatch-hotfix

or below

Ultimate General: Gettysburg Patch 0.845



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NEW FEATURE



• 3D animated image replaces the “dull” grey background in front menu and decision rooms. It is work in progress. Menu and decision rooms will be improved in next patches.

GAMEPLAY IMPROVEMENTS



• Fixed morale being too fragile in some cases. Solid lines will be kept more easily now for more realistic and enjoying battles.
• Fixed AI being too cautious, especially the “Determined” AI. AI should be much more active overall in all characters when it has to be.
• Increased and noticeable differentiation per AI character, for example the Balanced AI will desire to make wider flanking attacks than before.
• Fixed AI merging its units too much in some cases. AI should make now much more tidy lines and formations.
• Increased projectile range of cavalry so to keep more distance from enemy.
• Reduced firepower of 24pdr howitzers of Confederate “Moody” battery because it was able to inflict in average 500+ casualties to enemies very easily.
• Improved melee mechanics and damage, especially cases in which soldiers were slowed down too much.
• Balanced overall gameplay mechanics and US/CS combat power for increased challenge and realism.
• Fixed retreat direction issues. Also retreated units are not having so much self-defense so will not rout other units or may do with much less probability.
• Increased possible delay time for 2nd/3rd phases of 1st day battles. This was needed to provide the necessary tactical decision for player and AI, to press the attack on Cemetery Hill or wait for next day.

TEXT/CAMPAIGN BATTLE FLOW



• Various battle flow fixes for battles of the third day that had more than 2 objectives. In some occasions they gave wrong defeat message.
• Fixed battle flow error where you fought for the right flank as CS having captured Cemetery Hill sector and in next battle you lost it.

BUG FIXES



• Fixed save error that could cause freeze and game instability.
• Fixed AI related factor that could produce freeze/lag moments in systems with very high fps.

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We are working on reported GFX render issues that cause freezes for some systems and will provide the fixes in a next patch. First version of Multiplayer approaches as well to finalization. We thank you for your very helpful ongoing feedback. Please continue to share it in our Game-Labs Forum and in Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

5th patch 0.84 "Hot Fix"

We provide an urgent hotfix patch 0.84 which includes some major targeting bug fixes that affected very negatively the AI, better Mac stability, more battle flow fixes and important polishes to the gameplay mechanics.

Read about the patch in our blog (includes image):
http://www.ultimategeneral.com/blog/ultimate-general-released-5thpatch

or below

Ultimate General: Gettysburg Patch 0.84 rev4815



NEW FEATURE



• Before each battle you can now see in a mini-map the armies’ deployment on the battlefield. The positions vary according to the dynamic positions taken during the multi-day battle.

GAMEPLAY IMPROVEMENTS



• AI fine tunes and improvements to all personalities.
• AI units not moving at all because of low morale is fixed/improved.
• Morale does not fall so easily as before. You can maintain your lines better as the AI.
• Union Generals provide slightly more condition bonus to their troops to reflect the overall better supply system and balance their defense power.
• Buford’s skirmishers not so accurate from long distance fire. Balances the Confederate advantage of the opening battle.
• Firing from hill gives even more accuracy bonus comparing to enemies that are downhill.
• Collateral damage (the damage made to units adjacent to the target) balanced better.
• Melee mechanics improvements.
• Efficiency penalty lessened for exhaustion level of troops. As a result, units will not delay so much to regain condition as before.
• Union vs Confederate combat power rebalanced so that Union troops are not so easy to break on the 2nd/3rd phase of 1st day battle.
• Fixed cases that made artillery to fire with too little limitations over friendly troops or obstacles. Artillery management now is more strategic. To use, you must place in good spots and trust the artillery commanders. Avoid to manually target too often, at least until we fix in a next patch a bug in arty behavior which makes it to move too close to the targets if it has no clear LoS.

PERFORMANCE/GAME STABILITY



• Some bugs that made Mac version not to launch properly fixed. Alt+Tab will still not work for Mac version until we get a related official fix by Unity for Retina display support. Now you pick the desired resolution to play the game before game start and you can also play in window mode. If you anticipate problem in launching the game for the first time, try again launching via this window, it should work.

TEXT/CAMPAIGN BATTLE FLOW



• Various text corrections.
• More battle flow fixes according to received feedback and our beta testing. Battle now in rare situations can last up to 7 phases.

BUG FIXES



• Fixed finally the annoying de-selection issue that affected also AI negatively when it happened. Please report if you anticipate this bug again.
• Fixed some targeting bugs that made the AI take poor decisions and your units to behave not optimally, not make good auto-lines.
• Cemetery Ridge in 3rd day battles can now be taken more easily. There were cases that demanded to push the Union completely away in order to capture.

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We may provide another patch this week according to your new feedback. Please share it in our Game-Labs Forum and in Steam Forum.
- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs